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Changelog 17.02.2016

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zabis
Posts: 1215

Re: Changelog 17.02.2016

Post#81 » Wed Feb 17, 2016 4:22 pm

What about a damage reduction debuff, or a range debuff i.e. If you bunny hop, your damage is reduced by 5%-20% and/or the range of your abilities is reduced from 100 feet to 80 feet to 60 feet and so on?
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TenTonHammer
Posts: 3806

Re: Changelog 17.02.2016

Post#82 » Wed Feb 17, 2016 4:26 pm

What difference does a range debuff make?

People abuse bunny hop warping to escape melee and not be attacked by them


Neither of those suggestions address that issue
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Azarael
Posts: 5332

Re: Changelog 17.02.2016

Post#83 » Wed Feb 17, 2016 4:27 pm

bloodi wrote:My problem with all this is that we have been jumpin in retail for years and now suddenly we are all exploiters and shhould be ashamed.

The game forces you to do it a lot of the time to kite, there is terrain that you will never be able to run past without jumping, we cannot just forget years of muscle memory because now you feel like we are cheaters that are exploiting things.
The intent is only to negate the speed advantage of warping. Nothing more.

Jail
Posts: 376

Re: Changelog 17.02.2016

Post#84 » Wed Feb 17, 2016 4:28 pm

zabis wrote:What about a damage reduction debuff, or a range debuff i.e. If you bunny hop, your damage is reduced by 5%-20% and/or the range of your abilities is reduced from 100 feet to 80 feet to 60 feet and so on?
What about nothing?

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Toldavf
Posts: 1586

Re: Changelog 17.02.2016

Post#85 » Wed Feb 17, 2016 4:28 pm

Or just don't let the server update your position with every jump.
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geraldtarrant
Posts: 254

Re: Changelog 17.02.2016

Post#86 » Wed Feb 17, 2016 4:32 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.

100% agree
Worst change ever.
Not only prevents realeasing from stuck, but removes skill advantage that comes from kiting through obstacles.
Many areas ideal for kiting people are now just cut off. Elf t1, elf t2 are most obvious examples. Not counting Caledor and Etaine in future.
This change will screw as well scenarios like Tor Anrock, when you cant jump through islands to safety.
Worst change i experience since beggining of this server.
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bloodi
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Posts: 1725

Re: Changelog 17.02.2016

Post#87 » Wed Feb 17, 2016 4:33 pm

Azarael wrote:The intent is only to negate the speed advantage of warping. Nothing more.
I know the intent, i just talk about the consequences, there is a lot of terrain that you have to jump to get past to, lots of places where jumping was not used for "bunny-hop" or any thing like that, just to get past.

Now on top of that, i eat a snare if i try to get past it, its clunky.

If as Torquemadra said the intent is to rebalance it after this fix, why not just forget about the fix and balance the game around the jump?

As i said its just muscle memory for me, never was a problem in Retail at all, now suddenly we are terrible people who abuse jumping, is so strange to me.

I just now had a pragg on the IB where i couldnt help but jump, between fences, rubble and my habits, its just impossible to not do so.

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TenTonHammer
Posts: 3806

Re: Changelog 17.02.2016

Post#88 » Wed Feb 17, 2016 4:37 pm

How would you rebalance around a jump abuse that makes it difficult for NA players to play melee?

Would you just inc the range of melee attacks an unnecessarily buff melee?
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bloodi
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Posts: 1725

Re: Changelog 17.02.2016

Post#89 » Wed Feb 17, 2016 4:42 pm

TenTonHammer wrote:How would you rebalance around a jump abuse that makes it difficult for NA players to play melee?

Would you just inc the range of melee attacks an unnecessarily buff melee?
How would you rebalance around a ssnare that makes difficult for all players to play everything when there is any kind of terrain differences around?

Its a slippery slope, you cannot. Thats why i dont like this idea at all.

Reklaw
Posts: 167

Re: Changelog 17.02.2016

Post#90 » Wed Feb 17, 2016 4:47 pm

Amazing update again, i only dislike the jumping penalty.
Rarely happens to me personally, but it feels like a quick patching of a bigger problem :> hopefully an actual solution to the problem can present itself later on so this change can be undone.
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