Re: Patchnotes 07/10/16
Posted: Fri Oct 07, 2016 10:45 am
Goodbye posibility to have again Invader set with full-set bonus of +10 range, goodbye having fun with it's mechanic. Good old warhammer, I will always remember.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=17514
It actually takes 16 seconds (2s build, 8 stacks.)peterthepan3 wrote:2) It takes over 7 seconds of standing still to get to the full amount of stacks. 7 seconds of standing still in a fast-paced PvP game.
Engi|magus now will kill everybody far away from inside side if keep doors with this kind of range, and they will do it by just standing far away in rear of army.Azarael wrote:Some of the people in this thread are acting as if Engi/Magus have strong kite potential and as if they will be rocking 150ft range and 40% damage all the time. That +40% damage and +50% range are topend, and a reward for being able to set up for so long.
Highlights my point even more then!Azarael wrote:It actually takes 16 seconds (2s build, 8 stacks.)peterthepan3 wrote:2) It takes over 7 seconds of standing still to get to the full amount of stacks. 7 seconds of standing still in a fast-paced PvP game.
Some of the people in this thread are acting as if Engi/Magus have strong kite potential and as if they will be rocking 150ft range and 40% damage all the time. That +40% damage and +50% range are topend, and a reward for being able to set up for so long.
Arena wrote:Engi|magus now will kill everybody far away from inside side if keep doors with this kind of range, and they will do it by just standing far away in rear of army.Azarael wrote:Some of the people in this thread are acting as if Engi/Magus have strong kite potential and as if they will be rocking 150ft range and 40% damage all the time. That +40% damage and +50% range are topend, and a reward for being able to set up for so long.
https://github.com/WarEmu/WarBugs/issues/7522
I think you have very well explained WAR/ROR mechanics with these few lines. It can be said that MDPS are the most disadvantaged classes of the game without any doubt, because they can be played in a profitable way only in groups and away from the sieges in a game based on sieges and large scale battles. So sad. That's why i I don't agree to exclude the possibility of a classes balance from 1vs1 perspective, although I always will thank all the developers for the opportunity to play that they are offering to meJaycub wrote:It's been that way since launch of retail servers. MDPS requires guard/healing to function properly, it's extremely powerful in small scale skirmishes in ORvR and 12v12/6v6 scenario type environments... completely overshadowing RDPS even.XNakaaX wrote:If you like to play sc and often pug as a mdps you often get killed from rdps while you get no guard and no chance to get near them. Now they can kill you from 50 feet more with more damage. While you got to walk 150 feet hopeing they dont kite, snare or knockdown/back you.
However in very large scale fighting and without support from healers/guard it's just dead weight.
Az seems to anyways want to increase ways to siege, biggest problem with MDPS atm imo is the fact that in funnel type environments like at keeps they honestly have no business being there. And if you look at the guilds/players racking up the most kills/RR in a zone it's more often than not your sorc/bw purpose built groups for farming people at range.
Don't play MDPS unless you have the group with the support structure or you are just setting yourself up to fail everytime, make a RDPS alt for when you pug. Magus/Engineer are going to be KING PUG might as well make one.
You have to understand that in RVR situations you have to heal yourself as much as the group having that heal cut to 50% is as pretty massive. If these changes go live I will probobly use my dps skills even less then the old build due to the risk of having bad selfheals when **** hits the fan. I get the feeling that these changes were made from a small scale perspective (6-12man) as it has 0 effect on warband scale fights and actually make the classes slightly worse in these situations.Azarael wrote:Incorrect. The group heal's effect against yourself, but not against other players is cut by 50%, and 40% of that is to adjust for the cast time bonus so that the HPS from the group heal is close to what it was pre-patch. The mechanic-powered group heal of a DPS AM or Shaman is far superior at accomplishing its purpose than before as the healing against other players is not only using the contribution from a 2.5s cast group heal, but it's also leveled up to 40 and will scale with total item stat bonus.roadkillrobin wrote:*Gutting groupheals by 50% but boosting casts only by 40% if you have a single mechanic point. Wich means it's even riskier to dps now then it ever was since you can't expand all your points when you need to.
You're still not getting it.roadkillrobin wrote:You have to understand that in RVR situations you have to heal yourself as much as the group having that heal cut to 50% is as pretty massive. If these changes go live I will probobly use my dps skills even less then the old build due to the risk of having bad selfheals when **** hits the fan. I get the feeling that these changes were made from a small scale perspective (6-12man) as it has 0 effect on warband scale fights and actually make the classes slightly worse in these situations.