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Patch Notes 7/04/2018

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ashton007
Posts: 380

Re: Patch Notes 7/04/2018

Post#21 » Sat Apr 07, 2018 9:23 am

Gravord wrote: Sat Apr 07, 2018 8:59 am
wargrimnir wrote: Sat Apr 07, 2018 5:28 am
Torquemadra

[Warrior Priest]

In Pursuit - *New Ability* - This ability is placed at 15 points in the Wrath tree. This ability takes off snares, roots, disarms and silencing effects. Additionally it makes you immune from snares and increases your movement speed by 50 for 5 seconds. Cooldown is 5 Minutes.

Divine Fury - Tactic - This tactic now additionally reduces the cooldown of In Pursuit by 270 seconds giving In Pursuit an effective cooldown of 30s.

Avatar of Sigmar - Morale 4 - moved to core, requires lvl 40 to use, when used all morales will have a cooldown of 5 minutes, if you use any other morale then shared cooldown will be 60s as normal.

[Disciple of Khaine]

Scent of Blood
- *New Ability* - This ability is placed at 15 points in the Torture tree. This ability takes off snares, roots, disarms and silencing effects. Additionally it makes you immune from snares and increases your movement speed by 50 for 5 seconds. Cooldown is 5 Minutes.

Divine Fury - Tactic - This tactic now additionally reduces the cooldown of Scent of Blood by 270 seconds giving Scent of Blood an effective cooldown of 30s.

Vision of Torment - Morale 4 - moved to core, requires lvl 40 to use, when used all morales will have a cooldown of 5 minutes, if you use any other morale then shared cooldown will be 60s as normal.
Those changes are ridiculous.
Wp and dok only weakness comparing to actual melee classes was their mobility issue. Now, you gave them snare immunity and speed buff on 30s cd, while melee classes have 1 min cd. That makes them effectively best melees in game - they self heal as no other, they do comparable dmg while wearing medium armor and not relying on mechanics as positional attack or rage mode taking half your resists and armor. Now they are twice more mobile than any other melee apart of lions.
Why touch and break something that work fine as it is?
Because the spec is **** and underperforms. Now its atleast fair and yes IMO the damage is still fluff.

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Gravord
Posts: 400
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Re: Patch Notes 7/04/2018

Post#22 » Sat Apr 07, 2018 9:27 am

ashton007 wrote: Sat Apr 07, 2018 9:23 am
Gravord wrote: Sat Apr 07, 2018 8:59 am
wargrimnir wrote: Sat Apr 07, 2018 5:28 am
Torquemadra

[Warrior Priest]

In Pursuit - *New Ability* - This ability is placed at 15 points in the Wrath tree. This ability takes off snares, roots, disarms and silencing effects. Additionally it makes you immune from snares and increases your movement speed by 50 for 5 seconds. Cooldown is 5 Minutes.

Divine Fury - Tactic - This tactic now additionally reduces the cooldown of In Pursuit by 270 seconds giving In Pursuit an effective cooldown of 30s.

Avatar of Sigmar - Morale 4 - moved to core, requires lvl 40 to use, when used all morales will have a cooldown of 5 minutes, if you use any other morale then shared cooldown will be 60s as normal.

[Disciple of Khaine]

Scent of Blood
- *New Ability* - This ability is placed at 15 points in the Torture tree. This ability takes off snares, roots, disarms and silencing effects. Additionally it makes you immune from snares and increases your movement speed by 50 for 5 seconds. Cooldown is 5 Minutes.

Divine Fury - Tactic - This tactic now additionally reduces the cooldown of Scent of Blood by 270 seconds giving Scent of Blood an effective cooldown of 30s.

Vision of Torment - Morale 4 - moved to core, requires lvl 40 to use, when used all morales will have a cooldown of 5 minutes, if you use any other morale then shared cooldown will be 60s as normal.
Those changes are ridiculous.
Wp and dok only weakness comparing to actual melee classes was their mobility issue. Now, you gave them snare immunity and speed buff on 30s cd, while melee classes have 1 min cd. That makes them effectively best melees in game - they self heal as no other, they do comparable dmg while wearing medium armor and not relying on mechanics as positional attack or rage mode taking half your resists and armor. Now they are twice more mobile than any other melee apart of lions.
Why touch and break something that work fine as it is?
Because the spec is **** and underperforms. Now its atleast fair and yes IMO the damage is still fluff.
Fair? Healer class melee spec being better than actual melees is fair? How you get to that conclusion?

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Smellybelly
Posts: 298

Re: Patch Notes 7/04/2018

Post#23 » Sat Apr 07, 2018 9:28 am

Congrats to the new positions on the project, Peterthepan3 and Dansari :)
Much love!

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Fallenkezef
Posts: 1483

Re: Patch Notes 7/04/2018

Post#24 » Sat Apr 07, 2018 9:44 am

Significant buffs, yes. However they require significant investment in the relevant trees.

We'll see how it pans out.
Alea iacta est

AxelF
Posts: 219

Re: Patch Notes 7/04/2018

Post#25 » Sat Apr 07, 2018 9:53 am

Gravord wrote: Sat Apr 07, 2018 9:27 am
ashton007 wrote: Sat Apr 07, 2018 9:23 am
Gravord wrote: Sat Apr 07, 2018 8:59 am

Those changes are ridiculous.
Wp and dok only weakness comparing to actual melee classes was their mobility issue. Now, you gave them snare immunity and speed buff on 30s cd, while melee classes have 1 min cd. That makes them effectively best melees in game - they self heal as no other, they do comparable dmg while wearing medium armor and not relying on mechanics as positional attack or rage mode taking half your resists and armor. Now they are twice more mobile than any other melee apart of lions.
Why touch and break something that work fine as it is?
Because the spec is **** and underperforms. Now its atleast fair and yes IMO the damage is still fluff.
Fair? Healer class melee spec being better than actual melees is fair? How you get to that conclusion?
Which dps classes does this current WP/DoK spec outperform? I'm assuming you've already spent a couple of hours testing this new WP/DoK spec in order to reach this conclusion? I'd be extremely interested to see videos of a melee WP/DoK putting out better numbers than a 'real dps' that is similarly geared and semi-competently played.

Snare immunity and speed buff are 5 seconds out of 30 seconds - hardly sounds game breaking when you consider the number of spammable snares in game.

Plus that requires you to slot the tactic that reduces your casted heals by 20%, otherwise its 5 seconds every 5 minutes.

Being at the top of the tree also locks you out from taking any of the cast heal or melee heal goodies from the other two trees.

WP/DoK have essentially three specs - one of which is a standard melee dps. Yes, they have access to a melee lifetap heal in that spec (as well as ST cast heal that does no healing in that spec due to very low willpower and the -20% effectiveness tactic) but the trade off for that is lower dps than 'proper dps' classes. How about we test these changes for at least 2 minutes before crying the sky is falling?!

Donner
Posts: 9

Re: Patch Notes 7/04/2018

Post#26 » Sat Apr 07, 2018 9:54 am

Spoiler:
Good decision to add peter to the balance team. At least one of the balance devs now know what the hell he is doing.

Warning given, lets see who else needs one - Torque

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Gravord
Posts: 400
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Re: Patch Notes 7/04/2018

Post#27 » Sat Apr 07, 2018 9:55 am

Fallenkezef wrote: Sat Apr 07, 2018 9:44 am Significant buffs, yes. However they require significant investment in the relevant trees.

We'll see how it pans out.
http://www.ror.builders/career/disciple ... ,4974,5009

Yes it require rr60 but effect is a self healing perma heal debuffing hyper speed snare immune monster in medium armor with literally 0 drawbacks comparing to normal melee class. Same goes for the WP.

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daniilpb
Posts: 591

Re: Patch Notes 7/04/2018

Post#28 » Sat Apr 07, 2018 9:58 am

Gravord wrote: Sat Apr 07, 2018 9:27 am
ashton007 wrote: Sat Apr 07, 2018 9:23 am
Gravord wrote: Sat Apr 07, 2018 8:59 am

Those changes are ridiculous.
Wp and dok only weakness comparing to actual melee classes was their mobility issue. Now, you gave them snare immunity and speed buff on 30s cd, while melee classes have 1 min cd. That makes them effectively best melees in game - they self heal as no other, they do comparable dmg while wearing medium armor and not relying on mechanics as positional attack or rage mode taking half your resists and armor. Now they are twice more mobile than any other melee apart of lions.
Why touch and break something that work fine as it is?
Because the spec is **** and underperforms. Now its atleast fair and yes IMO the damage is still fluff.
Fair? Healer class melee spec being better than actual melees is fair? How you get to that conclusion?
Better in what way? Solo ganking and sc pugging? Damage is worse and extra sustain doesn’t help you in assist focus
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Gravord
Posts: 400
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Re: Patch Notes 7/04/2018

Post#29 » Sat Apr 07, 2018 9:59 am

AxelF wrote: Sat Apr 07, 2018 9:53 am
Gravord wrote: Sat Apr 07, 2018 9:27 am
ashton007 wrote: Sat Apr 07, 2018 9:23 am

Because the spec is **** and underperforms. Now its atleast fair and yes IMO the damage is still fluff.
Fair? Healer class melee spec being better than actual melees is fair? How you get to that conclusion?
Which dps classes does this current WP/DoK spec outperform? I'm assuming you've already spent a couple of hours testing this new WP/DoK spec in order to reach this conclusion? I'd be extremely interested to see videos of a melee WP/DoK putting out better numbers than a 'real dps' that is similarly geared and semi-competently played.

Snare immunity and speed buff are 5 seconds out of 30 seconds - hardly sounds game breaking when you consider the number of spammable snares in game.

Plus that requires you to slot the tactic that reduces your casted heals by 20%, otherwise its 5 seconds every 5 minutes.

Being at the top of the tree also locks you out from taking any of the cast heal or melee heal goodies from the other two trees.

WP/DoK have essentially three specs - one of which is a standard melee dps. Yes, they have access to a melee lifetap heal in that spec (as well as ST cast heal that does no healing in that spec due to very low willpower and the -20% effectiveness tactic) but the trade off for that is lower dps than 'proper dps' classes. How about we test these changes for at least 2 minutes before crying the sky is falling?!
For dok build check my post above.
As for hours of testing - i dont have to try out heroin neither to reach logical conclusions... Thousands of hours in game and deep game mechanic knowledge got me covered for that.
As for videos, im sure soon some will start pop out, because being vulnerable to snares more than real melee classes was ONLY wp/dok weakness. Now theres non.
As for tactic, same tactic grants them 25% dmg increase and they would have taken it anyway.
As for your last silly sentence - pointing out clear flaw is not "crying", if its too hard to understand for you maybe skip forum debates. Not everyone of different opinion than you is crying, whining and raging.

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Hargrim
Developer
Posts: 2465

Re: Patch Notes 7/04/2018

Post#30 » Sat Apr 07, 2018 10:06 am

Donner wrote: Sat Apr 07, 2018 9:54 am Good decision to add peter to the balance team. At least one of the balance devs now know what the hell he is doing.
I know, right? Good that peter is not a dev.
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