Patch notes 22/06/2019

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Posts: 109

Re: Patch notes 22/06/2019

Post#111 » Mon Jun 24, 2019 12:25 am

Fey wrote:
Sun Jun 23, 2019 11:51 pm
Devs have better things to do right now. I'm sure the upcoming release of vanilla WoW will take a chunk of the player base. Devs are likely looking at how to assuage the loss. For example, releasing cities is probably not smart as you need a large player base to participate. Releasing Land of the Dead would be smarter as only the world boss needs a large player base to participate.

I don't know exactly, but these whine threads are a needless distraction.
Our goal was never to compete with WoW classic, it is to revive Warhammer Online for everyone to play again.

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Hargrim
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Re: Patch notes 22/06/2019

Post#112 » Mon Jun 24, 2019 6:22 am

Fey wrote:
Sun Jun 23, 2019 11:51 pm
Devs have better things to do right now. I'm sure the upcoming release of vanilla WoW will take a chunk of the player base. Devs are likely looking at how to assuage the loss. For example, releasing cities is probably not smart as you need a large player base to participate. Releasing Land of the Dead would be smarter as only the world boss needs a large player base to participate.

I don't know exactly, but these whine threads are a needless distraction.

Believe it or not, but nobody really cares about vanilla WoW inside the team. Or Camelot Unchained, or any other game that is or will be released.
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Hargrim
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Re: Patch notes 22/06/2019

Post#113 » Mon Jun 24, 2019 6:23 am

Manatikik wrote:
Sun Jun 23, 2019 10:01 pm
Hargrim wrote:
Sun Jun 23, 2019 9:08 pm
Manatikik wrote:
Sun Jun 23, 2019 8:52 pm
If there’s no keeps or bo’s or chance at personal roll (aka afk loot) then there’s no incentive for WBs to be there, where would WBs even blob to? It’d be fine for small man groups and solo roamers. Don’t include the WC siege and it’s just a sandbox zone that’d be fun to roam in when nothing else is going on.

I am skeptical because something like this doesn't happen right now in any of the other zones, be that pure PvE zones or locked RvR zones. I really, really doubt that desert sun will cause people to aimlessly roam the zone looking for fights.
Well it wouldn’t be locked for one. So you could still gain RR and medals from it; so when Fort is active people have to option to go out and have some fights.

Well, there is a reason why there is no currency nor renown for killing yourself outside active zone.
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Hargrim
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Re: Patch notes 22/06/2019

Post#114 » Mon Jun 24, 2019 6:45 am

dansari wrote:
Sun Jun 23, 2019 7:56 pm
Yes, he's responding to you giving you feedback on how to improve it, since he has already experienced how the new system will look. Can't tell if sarcasm or..

I'm not sure about who you are talking to, but what I (in that linked post) and other team members before me said was that current implementation of RvR is not permanent new way of doing RvR on RoR - it's just something transitional. All the good feedback and ideas how to make the game better should be aimed at the system that will be released later, when it's ready.
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scatterthewinds
Posts: 134

Re: Patch notes 22/06/2019

Post#115 » Mon Jun 24, 2019 3:37 pm

When are you guys going to balance classes?

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Asherdoom
Posts: 480

Re: Patch notes 22/06/2019

Post#116 » Mon Jun 24, 2019 3:46 pm

scatterthewinds wrote:
Mon Jun 24, 2019 3:37 pm
When are you guys going to balance classes?
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Sulorie
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Re: Patch notes 22/06/2019

Post#117 » Mon Jun 24, 2019 3:53 pm

scatterthewinds wrote:
Mon Jun 24, 2019 3:37 pm
When are you guys going to balance classes?
Something is unbalanced?
Dying is no option.

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Tesq
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Re: Patch notes 22/06/2019

Post#118 » Mon Jun 24, 2019 4:09 pm

Sulorie wrote:
Mon Jun 24, 2019 3:53 pm
scatterthewinds wrote:
Mon Jun 24, 2019 3:37 pm
When are you guys going to balance classes?
Something is unbalanced?


Spoiler:
-for exemple all the chosen prob i pointed out (oppression, heal tactic, cripple strike, seeping wounds tactic) are real and are there (now even aggravated from CS nerf ) from 10 years
-the same can be said for Ironbreaker, same issues as chosen (mid 13 pt usefullness, 2h no 2h aoe ) and have the same tri spec ch had to build it from around 10 years


-ch/klobs super punt problem....

-bg/kobs have 1 dead mastery ( similar to ch/ib because as those pair they are cross mirrored and has been relased togheter in live during the same event from a diff dev team than mae all other 22 classes).

-slayer/chop have 1 dead mastery (mid) and no viable berserk build at all and this reflect on both mid mastery and right aoe mastery.

-slayer "rampage" overkilling % require a tone down
-mara "Gift of mostruosity" overkilling % require a tone down


-WL require all his mastery dispostion be fix, especially Pouce, BP, leonine frenxy be put on 13 pt and all have min of 20/30 sec cd. Need 1 mastery to be aoe focus with existing stuff
-WL also need to have purge from his tactics that require a pet alive /near any requirement in such sense so that it can be more reliable even when pet die or get controlled.

-aSW need shadow step removed, the def buff after shadowstep removed aswell, and 1 tactic that cut half his self punt cd on top of assoutl mastery so it can reset better its rotation.
-both sw/squig need thor snare component on self punt cutted half but the self punt must work even if those snared target have snare immunity.

-IB/mara/wl root m1 need their duration to be 5 sec or are plain better than champion challenge

-magus mid mastery 5 pt skill need to be replaced with a speed buff like magus had in beta to work with squig as much sw/bw work togheter with 2x rkd
-engi mid mastery 5 pt skill need to be a passive version of mara gift of mostruosity post that buff being nerfed. Like 15% armor pen reduction.


-aoe "CD increase" (slayer/squig) should be half the st values and sop 2.5 sec instead 5 sec (general consistency rule between st and aoe 9 targets)
-group "CD decrease" (chop/sm) should be 3 sec instead 5 sec (proportional reduction from 9 to 6 targets)
-remove black ork cd decrease
-move cd decrease from sm to sw assoult.


-wh requiring aoe build and moral drain tactic position requirement get removed (so that is on par with mara) and dragon gun became a aoe 2sec KD.
-wl requiring aoe build and 1 unique aoe eff
-we requiring aoe build and 1 unique aoe eff


-several racial tactic tactic have low/bad/wrong values such d-elf 10% heal increase tactic which should be 20% or wp having access to an additional tactic more than other classes (which is even a 20% heal buff on parry lol...)
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Re: Patch notes 22/06/2019

Post#119 » Mon Jun 24, 2019 4:17 pm

scatterthewinds wrote:
Mon Jun 24, 2019 3:37 pm
When are you guys going to balance classes?
I lol’d.

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Gangan
Posts: 423

Re: Patch notes 22/06/2019

Post#120 » Mon Jun 24, 2019 4:28 pm

Tesq wrote:
Mon Jun 24, 2019 4:09 pm
Sulorie wrote:
Mon Jun 24, 2019 3:53 pm
scatterthewinds wrote:
Mon Jun 24, 2019 3:37 pm
When are you guys going to balance classes?
Something is unbalanced?
Spoiler:
-for exemple all the chosen prob i pointed out (oppression, heal tactic, cripple strike, seeping wounds tactic) are real and are there (now even aggravated from CS nerf ) from 10 years
-the same can be said for Ironbreaker, same issues as chosen (mid 13 pt usefullness, 2h no 2h aoe ) and have the same tri spec ch had to build it from around 10 years


-ch/klobs super punt problem....

-bg/kobs have 1 dead mastery ( similar to ch/ib because as those pair they are cross mirrored and has been relased togheter in live during the same event from a diff dev team than mae all other 22 classes).

-slayer/chop have 1 dead mastery (mid) and no viable berserk build at all and this reflect on both mid mastery and right aoe mastery.

-slayer "rampage" overkilling % require a tone down
-mara "Gift of mostruosity" overkilling % require a tone down


-WL require all his mastery dispostion be fix, especially Pouce, BP, leonine frenxy be put on 13 pt and all have min of 20/30 sec cd. Need 1 mastery to be aoe focus with existing stuff
-WL also need to have purge from his tactics that require a pet alive /near any requirement in such sense so that it can be more reliable even when pet die or get controlled.

-aSW need shadow step removed, the def buff after shadowstep removed aswell, and 1 tactic that cut half his self punt cd on top of assoutl mastery so it can reset better its rotation.
-both sw/squig need thor snare component on self punt cutted half but the self punt must work even if those snared target have snare immunity.

-IB/mara/wl root m1 need their duration to be 5 sec or are plain better than champion challenge

-magus mid mastery 5 pt skill need to be replaced with a speed buff like magus had in beta to work with squig as much sw/bw work togheter with 2x rkd
-engi mid mastery 5 pt skill need to be a passive version of mara gift of mostruosity post that buff being nerfed. Like 15% armor pen reduction.


-aoe "CD increase" (slayer/squig) should be half the st values and sop 2.5 sec instead 5 sec (general consistency rule between st and aoe 9 targets)
-group "CD decrease" (chop/sm) should be 3 sec instead 5 sec (proportional reduction from 9 to 6 targets)
-remove black ork cd decrease
-move cd decrease from sm to sw assoult.


-wh requiring aoe build and moral drain tactic position requirement get removed (so that is on par with mara) and dragon gun became a aoe 2sec KD.
-wl requiring aoe build and 1 unique aoe eff
-we requiring aoe build and 1 unique aoe eff


-several racial tactic tactic have low/bad/wrong values such d-elf 10% heal increase tactic which should be 20% or wp having access to an additional tactic more than other classes (which is even a 20% heal buff on parry lol...)
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