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Patch Notes 23/03/2019

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oaliaen
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Re: Patch Notes 23/03/2019

Post#331 » Sun Mar 24, 2019 5:48 pm

I repeat, you nerf the tank/dps potential .. why not nerf the heal/dps in the same amount from healers?

do they have something special to make damage and still heal for a good amount?
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Oculta
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Re: Patch Notes 23/03/2019

Post#332 » Sun Mar 24, 2019 5:53 pm

again ....

s&b tanks are boring / useless as hell ...


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    Re: Patch Notes 23/03/2019

    Post#333 » Sun Mar 24, 2019 5:59 pm

    i really hope the guard changes get reverted soon or at least 2h tanks will get buffs in other ways...

    now 2h tanks are not worth to be played in wb and in 6vs6 after those changes and the latest changes to spezific 2h builds

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    DanielWinner
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    Re: Patch Notes 23/03/2019

    Post#334 » Sun Mar 24, 2019 6:05 pm

    Oculta wrote:
    Sun Mar 24, 2019 5:53 pm
    again ....

    s&b tanks are boring / useless as hell ...
    SnB tanks are your shields. They are the armour of your WB. They are the main defense of your WB, especially at fortresses. That's sad that some people think that SnB tanks are bad. They are boring and dull, that's true but they have a role in the game whereas 2h tanks don't have it anymore (except yolo soloing). SnB tanks can do their part, even as meat shields like Hogun or Nishka - they serve their duty perfectly being punching bags so others could enjoy their game.

    Killing 2h tanks to somehow give SnB tanks more attention is a questionable idea but devs decided that this is the way. Dev team are free to do what they want. And you all are free to like or dislike the change and stay or move on and enjoy something else somewhere else ;)
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    Jaycub
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    Re: Patch Notes 23/03/2019

    Post#335 » Sun Mar 24, 2019 6:29 pm

    Oculta wrote:
    Sun Mar 24, 2019 5:53 pm
    again ....

    s&b tanks are boring / useless as hell ...
    What are you even talking about

    Look idk what changes were made in the past 6 months, but classes like black orc do pretty much just as much damage as 2h while bringing more utility to the fight. If the fact you aren't visually using a 2h is displeasing then idk.

    Knight was always played SnB until recent changes, and it was still fun to play because you were unkillable, did some respectable dmg thanks to tactics, and you had a kd and super punt on relatively low CD.

    Playing a tank gameplay wise is all about controlling the fight through CC like punt, snare/aoe snare, roots, and KD, having very powerful morale options that can change how a fight plays out, and of course at the center of it all is guard what the entire game virtually revolves around. Dealing damage factors in but it's not exclusive to 2h spec.

    A properly built tank will always have just enough defense to survive through being focused by a handful of people, and be able to guard someone while taking cleave damage and tons of guard damage at the same time. believe it or not this isn't that hard to achieve on any tank through passive means or active means such as WoDS, Vigilence etc... Everything after this point should be put towards utility via skill tree and tactics and then damage.

    Going full deftard is wasting damage potential for your group, and i see people saying if you slap a shield on you automatically a def tard and it's just wrong. Especially in small scale where guard is overpowered and you need every bit a damage to kill something. And that's another point again, I see people acting like this is somehow a 6v6 or elitist change exclusively but it's going to hurt RvR and pugs even more. You don't get to choose who your team mates are in pugs, you get a 2h tank in a scenario now? Well if he was even going to guard you it's going to be half as good. So there's gonna be some nice animosity there with people shitting on solo/pug tanks even harder now. RvR gl running a 2h tank and watching whoever you are guarding die 50% faster from the 100's of AoE's being tossed around.
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    rmpl
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    Re: Patch Notes 23/03/2019

    Post#336 » Sun Mar 24, 2019 6:29 pm

    Jaycub wrote:
    Sun Mar 24, 2019 6:29 pm
    Look idk what changes were made in the past 6 months, but classes like black orc do pretty much just as much damage as 2h while bringing more utility to the fight. If the fact you aren't visually using a 2h is displeasing then idk.
    ure clueless, 3/4 of BOs damage comes from THC

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    normanis
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    Re: Patch Notes 23/03/2019

    Post#337 » Sun Mar 24, 2019 6:34 pm

    Alubert wrote:
    Sun Mar 24, 2019 3:33 pm
    normanis wrote:
    Sun Mar 24, 2019 2:59 pm
    if choppa will get rampage why than slayer cant have gtdc? aoe pull in.
    white lion have punce , squigherder got punce where u can even jump on walls.
    white lion shitty pull vs mara 100%pull
    bw have second morale aoe bomb sorc also got.
    etc. maby someday choppa got rampage ( crossfingerz) about slayer dont know ;-(
    Man what are you talking about?
    You are new in this game or what?
    Choppa GDTC skill is equivalent SL ID not rampage. Still choppa GDTC have 30 sec cd vs SL ID 5 sec cd.
    First learn classes and then give your brilliant advice.
    Rampage is simply the most op skill in the game. Also SM WoDS.
    yes right gtdc is useless? wow :D . in zerg vs zerg gtdc is nobrainer pull in while infernal doom need to be aplied on target and its nerfed 2-3 years ago. pull in = death . slayer should run into destro zerg and apply infernall doom while choppa ( who is not targeted by all order dps clases) can do his job safety in guard range. gtdc is buffed and u can do it while moving also if u didnt know it. byt i agree rampage should be higher in tree .
    order have only enginer reliable pull, white lion need send pet into enemy zerg and pull (before knock down). and that all no 3d class with pull. out of topic ( i am here from begining and u dont even imagine how forum and ingame advice chat whas full with nerf for kobs 3 tactics. byt in game there was not even first tactic its showed when azoreal and his team fixed it. we all was 10lvl maximum and nerf for order all clases was already opened. there was future plans for t2 byt they where only in some future) if team give rampage for choppa than maby u all need read 1 comic where 5 factions lol on necrons and whnat his nerf so they can start play

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    Grock
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    Re: Patch Notes 23/03/2019

    Post#338 » Sun Mar 24, 2019 6:38 pm

    Telen wrote:
    Sun Mar 24, 2019 11:27 am
    Grock wrote:
    Sun Mar 24, 2019 6:08 am
    The guard effectiveness wasn't halved, it was reduced to a third.

    25% damage reduction is +33% effective health increase.
    50% damage reduction is +100% effective health increase.
    Only when you balance in a vacuum. Everyone has infinite health due to the existence of healers. All the pools represent is how much burst you can survive. Guard increases that level by 100%
    The reason AM/Shaman, the burst healers, are the least effective healer is because guard just does that job for them. Its also why in pug/lower tiers where guard isnt as prevalent that these healers are stronger. With a lower guard on 2h this is a buff to the need to counter burst through heals, something AM/Shaman and RP/Zealot to a lesser degree are more designed around.
    ???

    I'm not sure what you are talking about. Mitigation increases hit-point efficiency for all sources of health, not just the base pool.

    Guard nerf, especially this strong, doesn't really help "burst healers" in any way because with three times weaker guard you will just get killed with sustained damage through this mitigation.

    In fact results are the opposite - stronger guard required coordinated 'Punt + KD + Burst' combo execution to kill a target, during which time "burst healing" capabilities were more important than sustained healing (and even then am/shaman weren't particularly popular choice)

    Now 'burst healing' is even more useless because with lower guard you need more sustained healing output and more defensive builds on your DPS classes otherwise you'll just get slowly killed through guard. Which completely invalidated all previous meta.

    Add:
    And besides, the fact that you are saying Guard does the job of mitigating burst kind of suggests that you don't really understand what you are talking about (no offense).
    As a dps you are not going to use your burst on a target that has Guard on. You are going to look for unguarded target or punt the guarder away (and in the ideal scenario also KD/silence the target and Stagger/Silence their healer, which makes your points largely irrelevant)
    Last edited by Grock on Sun Mar 24, 2019 7:17 pm, edited 3 times in total.
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    Jaycub
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    Re: Patch Notes 23/03/2019

    Post#339 » Sun Mar 24, 2019 6:43 pm

    rmpl wrote:
    Sun Mar 24, 2019 6:29 pm
    Jaycub wrote:
    Sun Mar 24, 2019 6:29 pm
    Look idk what changes were made in the past 6 months, but classes like black orc do pretty much just as much damage as 2h while bringing more utility to the fight. If the fact you aren't visually using a 2h is displeasing then idk.
    ure clueless, 3/4 of BOs damage comes from THC

    So the devs decided to make that 2h only lol?

    Also thanks for calling me clueless when the SM/BO proc easily accounts for most of their dps output in any kind of decent group.

    t. someone who leaves their DPS meter on all the time and looks at it after scenarios etc...
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    rmpl
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    Re: Patch Notes 23/03/2019

    Post#340 » Sun Mar 24, 2019 7:01 pm

    Jaycub wrote:
    Sun Mar 24, 2019 6:43 pm
    So the devs decided to make that 2h only lol?

    Also thanks for calling me clueless when the SM/BO proc easily accounts for most of their dps output in any kind of decent group.

    t. someone who leaves their DPS meter on all the time and looks at it after scenarios etc...
    im talking about the bos abilties and not the benefit of ini debuff. but yeah they added the 2h requirement which was a terrible change

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