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Re: Changelog 17.02.2016

Posted: Wed Feb 17, 2016 4:54 pm
by TenTonHammer
bloodi wrote:
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.
One solution has been put before us it can be changed, it can be tweaked


No other feasible solution has been presented

Re: Changelog 17.02.2016

Posted: Wed Feb 17, 2016 4:55 pm
by Barbadian
Ah-MAZING! Public Quests being worked on! I know it doesn't mean much to some but the PvE in WAR for me was some of the best!

Re: Changelog 17.02.2016

Posted: Wed Feb 17, 2016 5:02 pm
by Arbich
TenTonHammer wrote:
bloodi wrote:
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.
One solution has been put before us it can be changed, it can be tweaked


No other feasible solution has been presented

1. Remove most obstacles from game.
2. If possible, make this change only active on NA-prime-time (00:00 or 01:00 GMT+1 til 12:00 GMT+1)

Re: Changelog 17.02.2016

Posted: Wed Feb 17, 2016 5:06 pm
by Penril
TenTonHammer wrote:
bloodi wrote:
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.
One solution has been put before us it can be changed, it can be tweaked


No other feasible solution has been presented
If only one solution is presented for a certain problem, that does not necessarily mean that it should be implemented. Sometimes doing nothing until a better solution presents iteself is better than implementing the first/only thing that you could think of.

Re: Changelog 17.02.2016

Posted: Wed Feb 17, 2016 5:09 pm
by mursie
As someone that predominantly plays NA primetime melee dps... I honestly haven't experienced this issue to a degree that warranted the change made. Yes - position on NA is ridiculous at times... getting collision on an opponent yet still unable to use melee abilities... but I truly can not remember a time that I felt i was being "cheated" because the opponent was multi-jumping to a distinct advantage.

Just my 2 cents... but this change will require alot of muscle memory rework as I frequently used jump regardless of situation and will now have to refrain. On the one hand though..I may get stuck alot less...because the majority of stuck accidents occur due to jumping into a location I was not intended to jump into.

Re: Changelog 17.02.2016

Posted: Wed Feb 17, 2016 5:17 pm
by Nameless
i dont even jump on purpose, it is just muscle memory that will need sooo looong to rewrite, prolly it will be painful too.

Btw there are quite alot places that you are required to to chain jumping \esp at pve\. Being slowed shorten your jump distance so that could make some future pve totaly impossible

Re: Changelog 17.02.2016

Posted: Wed Feb 17, 2016 5:22 pm
by KarlFranz
geraldtarrant 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.

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.
100% agree, totally agree with yall

Re: Changelog 17.02.2016

Posted: Wed Feb 17, 2016 5:22 pm
by zabis
Can't wait to do the jumping puzzle again!!

Re: Changelog 17.02.2016

Posted: Wed Feb 17, 2016 5:23 pm
by Lileldys
zabis wrote:Can't wait to do the jumping puzzle again!!
Good thing it only slows in combat eh?

Re: Changelog 17.02.2016

Posted: Wed Feb 17, 2016 5:30 pm
by Tiggo
Nameless wrote:i dont even jump on purpose, it is just muscle memory that will need sooo looong to rewrite, prolly it will be painful too.

Btw there are quite alot places that you are required to to chain jumping \esp at pve\. Being slowed shorten your jump distance so that could make some future pve totaly impossible
should only apply in pvp.