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Changelog 07/11/16

Posted: Mon Nov 07, 2016 1:18 pm
by Azarael
[Open RvR]

Battlefield Objectives

- BO lock timers have increased slightly. With a large population, the lock timer increases from 2 minutes to 3.

Keeps

- Fixed an issue in which keep doors would heal to full when the keep ticked safe without consuming any resources. Only destroyed doors had any cost.

Rams

- Keeps will be supplied with rams more quickly.
- Rebalanced the damage input for a ram:
  • Cannons will inflict less damage unless the ram has not yet been deployed. Thus to use cannons effectively against a ram, it will be necessary to use them before the ram is set up.
  • Artillery will inflict significantly less damage (-90%). The setting was entirely wrong, and this was allowing the defense to destroy a ram using safe artillery positioned in a location that the attack could not reach.
  • Physical ranged fire is blocked.
  • Resistance-based ranged fire continues to deal poor damage.
  • Melee damage is significantly increased.
Cannons

- The refire rate of cannons of all types is now linked to the keep rank versus the supply cap. If a keep has more cannons active than its current rank should allow, the fire rate of the cannons will be slowed. This should prevent the issue in which the attack has starved the keep of resources, but the keep remains very difficult to take because of stacked cannons within.

[Scenarios]

RyanMakara

- Placed AoE cannons in Battle for Praag to prevent spawncamping and encourage objective running.
- Added AoE siege weaponry to Blood of the Black Cairn under the same conditions as Battle for Praag.
- Moved the AoE siege in Phoenix Gate into the spawn area to give advantage to the disadvantaged team.
- Placed AoE siege in Howling Gorge, and placed scenery around the center to prevent geometric abuse.
- Placed various objects around in Battle for Praag to decrease the effectiveness of AoE classes in this SC.

[Event]

RyanMakara

- Fixed the Jack O' Lantern and Imp Skeleton vanity pets' movement and appearance.
- Reduced the levels, Hero status and Champion status of a variety of event NPCs to make it easier to complete the event questline.

[Public Quests]

Gobtar

Destro:
- T4 Reikland - Vulgar Display of Power is now working.

Hargrim

Order:
- Assault on Coal Ridge Depot in Marshes of Madness is fully operational.

styrkarr

Order:
- T2 Empire - Siege of Bohfensels is now working.

[Other Changes]

RyanMakara

- Changed all the Zealot daggers to Main Hand only, for the sake of appearance application consistency.

saupreusse

[8193] moved questmarker.
Fixed a wrong Eataine Map Area and their corresponding respawn points.

Torquemadra

Amended class requirements on items "of the Fleshrender" so they can be used only by classes which use the relevant statistic and also facilitate appropriate drops when the lair boss is killed.

wargrimnir

- Stalker 3pc bonus has been swapped with 4pc bonus, Crit reduced to 4%.
- Stalker gloves are now 1% crit. +10 has been added in the relevant primary stat.
- Increased the minRank on Stalker pieces to match their current levels of power. Previously R22-R26, now R26-R30.

Re: Changelog 07/11/16

Posted: Mon Nov 07, 2016 1:26 pm
by Zaccar20
nice patch once again hope it will help a bit :)

Re: Changelog 07/11/16

Posted: Mon Nov 07, 2016 1:37 pm
by zumos2
Azarael wrote: - Placed AoE cannons in Battle for Praag to prevent spawncamping and encourage objective running.
- Added AoE siege weaponry to Blood of the Black Cairn under the same conditions as Battle for Praag.
- Moved the AoE siege in Phoenix Gate into the spawn area to give advantage to the disadvantaged team.
I'm gonna try to respond in a normal fashion because I'm quite mad at this. Siege belongs in RvR as an interaction with objectives and mostly keeps. They assist in attacking the keep and in defending the keep. I've never been a fan of what I like to call "anti-player siege": Siege which are most effective against players (instead of effective against doors/other siege). But in large scale situations in RvR they can have a place, although I would always prefer a design without anti-player siege with the same qualities as using anti-player siege. Currently in RvR especially the AoE cannons were introduced/reworked to deal with zerging and encourage spreading around. I think the tweaking in latest patches shows you are on the right track of balancing this.

But these siege works do not belong in scenarios. In RvR you need to supply and have control over areas to be able to use siege. Further they are used against other siege or to deal with zerging. In scenarios there is no drawback at all of using siege. Further stating it is your goal to remove "spawncamping" and instead should "encourage objective running" in scenarios where if you get all objectives you CANNOT play more around them and of course will camp their spawn is a really bad argument. Further I would like to mention how skilless the siege is to use and how strong they have already been made is quite ridiculous.

Also why should the losing team get an unfair advantage? They are worse and thus they should lose. For me this is equal to giving me aimbot or double damage to play counter strike versus pros. Scenarios are competetive and giving advantages in the form of siege goes completely against the competetive spirit.

Re: Changelog 07/11/16

Posted: Mon Nov 07, 2016 1:39 pm
by Azarael
The intent of adding siege to the spawns in scenarios was to prevent spawn trapping, which would give the losing realm absolutely no chance against a winning realm. Siege has been present at the spawns of most if not all scenarios for a long time before now, to deal with that issue. A properly designed game gives multiple exits to the spawn specifically to avoid the spawncamp problem - since Warhammer generally does not, we have to push the campers back with AoE siege.

Siege in scenarios is not movable and never will be, nor should it ever have a range which goes beyond that necessary to prevent spawn :|. I don't think a realm which has such a huge advantage that they are spawn :| should ever come to complain that they are not allowed to spawn :| because of siege cannons.

All of the scenarios offer fast ways to win when you control the map.

Re: Changelog 07/11/16

Posted: Mon Nov 07, 2016 2:00 pm
by sjin
Spoiler:
... limit pve mechanics in orvr, at may be more "emergency storytelling" ... yours attempts are terrible...

User was warned for this post (#4) - Azarael

Re: Changelog 07/11/16

Posted: Mon Nov 07, 2016 2:02 pm
by zumos2
First of all, I don't like the word advantage over the other team. One team is better/stronger than the other. The word advantage neglects player skill. Second being in your spawn already gives the advantage of being able to run back to a safer place when needed. If that advantage isn't enough for them to win, why shouldn't they be spawn camped? Third I absolutely hate promoting avoiding fights and just running to cap a point/objective and flee as soon as you see an enemy. Warhammer has some great scenarios where objectives promote fighting, but also quite a lot of scenarios where objectives promote spreading and running. Based on my view being "trapped" in your warcamp is fine in a sense that you do have a slight advantage to fight your way out. And if you aren't able to you do not deserve to win.

Battle for Praag especially and Phoenix Gate are scenarios in which objectives promote fighting. In that sense there isn't any point on pushing back enemies with siege because it will not grant them anything: they will still lose because they cannot win the fight. Also these 2 particular scenarios do have different ways of getting out your spawn.

Re: Changelog 07/11/16

Posted: Mon Nov 07, 2016 2:13 pm
by roadkillrobin
@Scenarios
Could just add patrolling guards???

Re: Changelog 07/11/16

Posted: Mon Nov 07, 2016 2:16 pm
by Akalukz
want a solid fight, queue caledor woods. Everyone knows that in all other scenarios it is a mix of pug vs premades.

Re: Changelog 07/11/16

Posted: Mon Nov 07, 2016 3:53 pm
by kweedko
Azarael wrote: RyanMakara

- Changed all the Zealot daggers to Main Hand only, for the sake of appearance application consistency.
Woah plis show me double dagger zealot that i misssed :?: Btw if those appearances not breaking the animations why remove them?

Re: Changelog 07/11/16

Posted: Mon Nov 07, 2016 4:03 pm
by wargrimnir
roadkillrobin wrote:@Scenarios
Could just add patrolling guards???
Have you seen a mob in-game that is moving from point A to point B?

It's not something we're ready for yet. There are no pathing scripts currently.