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Re: Patch notes 22/06/2019

Posted: Mon Jun 24, 2019 4:37 pm
by Tesq
Gangan wrote: 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
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...)
Sarcasm isn't for everyone 😋
Every occasion is good enoght to re establish certain things

U.u

Re: Patch notes 22/06/2019

Posted: Mon Jun 24, 2019 9:03 pm
by Starke
Please please tell me you are close to isolating the lag issues? This one zone open thing is a boring dumpster fire. (I didn't think there could be such a thing but apparently there is)

I was having so much fun with the game too, never played on live, a friend got me to try it... and it's a stellar game. Just not right now.

Re: Patch notes 22/06/2019

Posted: Mon Jun 24, 2019 10:10 pm
by ChicagoJoe
randomeclipse wrote: Sun Jun 23, 2019 11:57 am Do people actually need/want Forts and City Sieges?

#askingforafriend
Forts can be awesome with the right leadership. Seriously, best in game RVR experience. With pop limits on both sides better leadership is key, and can make up for poor mixtures of groups, not just a ZERG FEST. Communication is really important so discord is critical for at least the lead WB.

Don't know what the city sieges will be like... IMO the developer team has already improved on Live Forts, so I am pretty hopeful for City Sieges. Give them some time. Again, sometimes these things are like 2 steps forward 1 step back, but these guys have done a great job overall.

Re: Patch notes 22/06/2019

Posted: Mon Jun 24, 2019 11:46 pm
by Starke
ChicagoJoe wrote: Mon Jun 24, 2019 10:10 pm
randomeclipse wrote: Sun Jun 23, 2019 11:57 am Do people actually need/want Forts and City Sieges?

#askingforafriend
Forts can be awesome with the right leadership. Seriously, best in game RVR experience. With pop limits on both sides better leadership is key, and can make up for poor mixtures of groups, not just a ZERG FEST. Communication is really important so discord is critical for at least the lead WB.

Don't know what the city sieges will be like... IMO the developer team has already improved on Live Forts, so I am pretty hopeful for City Sieges. Give them some time. Again, sometimes these things are like 2 steps forward 1 step back, but these guys have done a great job overall.
I'm curious why you think forts are the best rvr experience. I, and most (honestly, probably all) of the guild am in view forts as something to suffer through to get invader.

Mindless blob at the start, even if you cap bo's outside of the zerg you eventually just get run over. If defending, you have 40~ minutes of standing at bottom floor with long periods of total inactivity except for the healers while waiting for the other side to build m4's and push. Or perhaps you have third floor where you all jump down when the lord starts kd'ing everything and wiping them in a few seconds. (or it's just a total fail and you lose in seconds)

On offense you just build m4's, push and coordinate with mdps going in postern. If it's third, you have to arrange everyone nicely around pillars to make it work, but once your in place, you stand there until they push down, at which point you either wipe, wipe them, or have some idiot taunt the lord and run him directly into your healers.


But either way there are very long periods of doing nothing. Most fort offenses/defenses involve hoping most of the other side falls asleep.

And I'm in a guild that runs guild wb's on discord. And we have to keep each other awake. That's not good design.

Re: Patch notes 22/06/2019

Posted: Tue Jun 25, 2019 12:49 am
by TenTonHammer
ChicagoJoe wrote: Mon Jun 24, 2019 10:10 pm

Forts can be awesome with the right leadership. Seriously, best in game RVR experience. With pop limits on both sides better leadership is key, and can make up for poor mixtures of groups, not just a ZERG FEST. Communication is really important so discord is critical for at least the lead WB.

Don't know what the city sieges will be like... IMO the developer team has already improved on Live Forts, so I am pretty hopeful for City Sieges. Give them some time. Again, sometimes these things are like 2 steps forward 1 step back, but these guys have done a great job overall.
Really

I honestly can’t belive some one unironically said this

When the entire gameplay hinges on “hug the corners so you don’t get pulled” while spamming AoE breaking LoS and morale bombs or waiting for KOTBS to get their moral drain up or hiding on the 3rd floor waiting for the boss KD at 50% to wipe the enemy and repeat

Is the single most mind numbing brains dead experience in the game that I waste close to an hour doing because of how utterly unenjoyable the experience is

forts combine all the worst rvr elements in this game and if it weren’t for the fact that the devs refuse to let invader gear be earned any other way and that forts kill the flow of the game so badly that their is nothing else to do I would skip it in a heartbeat

Re: Patch notes 22/06/2019

Posted: Tue Jun 25, 2019 2:53 am
by drmordread
Starke wrote: Mon Jun 24, 2019 11:46 pm
ChicagoJoe wrote: Mon Jun 24, 2019 10:10 pm
randomeclipse wrote: Sun Jun 23, 2019 11:57 am Do people actually need/want Forts and City Sieges?

#askingforafriend
Forts can be awesome with the right leadership. Seriously, best in game RVR experience. With pop limits on both sides better leadership is key, and can make up for poor mixtures of groups, not just a ZERG FEST. Communication is really important so discord is critical for at least the lead WB.

Don't know what the city sieges will be like... IMO the developer team has already improved on Live Forts, so I am pretty hopeful for City Sieges. Give them some time. Again, sometimes these things are like 2 steps forward 1 step back, but these guys have done a great job overall.
I'm curious why you think forts are the best rvr experience. I, and most (honestly, probably all) of the guild am in view forts as something to suffer through to get invader.

Mindless blob at the start, even if you cap bo's outside of the zerg you eventually just get run over. If defending, you have 40~ minutes of standing at bottom floor with long periods of total inactivity except for the healers while waiting for the other side to build m4's and push. Or perhaps you have third floor where you all jump down when the lord starts kd'ing everything and wiping them in a few seconds. (or it's just a total fail and you lose in seconds)

On offense you just build m4's, push and coordinate with mdps going in postern. If it's third, you have to arrange everyone nicely around pillars to make it work, but once your in place, you stand there until they push down, at which point you either wipe, wipe them, or have some idiot taunt the lord and run him directly into your healers.


But either way there are very long periods of doing nothing. Most fort offenses/defenses involve hoping most of the other side falls asleep.

And I'm in a guild that runs guild wb's on discord. And we have to keep each other awake. That's not good design.
Forts, (and hopefully city) are almost equal, balanced sides. How is this boring? Since they came out I have noticed the same thing over and over. The side that loses, is the side that can't think out of the box. 100% of the time.
There are multiple strategies that can be played ... But it is always the same thing.

My favorite fail ... when the attacking side rides up to an outer gate in stage 1 and lets the defenders see what gate they will use. Then as they get farmed, because everyone is blobbed and trying to use the same gate, they complain they dont have this...or that ... or other side is OP.

Second fav fail; IN all the tie since forts started only twice have a seen defenders designate a jail busting WB. This is where one wb sits in reserve. If main force is wiped in less than a minute, their job is to break them out of jail.

Defending has SOOOOO many options

Anyway ... forts can be fun. It all depends on how creative you get. As with any game, you get out of it what you put into it.

Re: Patch notes 22/06/2019

Posted: Tue Jun 25, 2019 5:28 am
by Alfa1986
fun to read so different and opposing views on the forts). My opinion is that the forts at this stage (in this implementation) are harmful, they just throw a large number of players out of the game process for 1-2 hours, it turns out that the whole faction should work the whole day in order that in the end 50 people on one side (and maybe less, since not everyone has level 40, and those who have 40 may not recieve a reservation) and 70 on the other got their medals, and everyone else got a break for tea. There are of course more dungeons and scenarios, but this is such a content that requires a certain mood (scenarios) or a large supply of free time (dungeons).
Of course, new content is also needed, but it is desirable to adapt it to the existing ones very carefully and correctly, otherwise you can break everything that has already been achieved.

Re: Patch notes 22/06/2019

Posted: Tue Jun 25, 2019 8:19 am
by zulnam
I agree with drmordread.

For a game based around a mass of players blobbing and hitting the other blobbing mass of players, forts are a breath of fresh air. A few things could be ironed out (like stage 1 significance for defenders) but still pretty damn good.

Of course, some people will complain to the high heavens that the game they’re playing for free, supported by other people’s free time and money, is not in their perfect image.

Re: Patch notes 22/06/2019

Posted: Tue Jun 25, 2019 8:26 pm
by Jeliel80
Did we test enough of this one pairing not working implementation? :D
Getting pretty depressing...

Re: Patch notes 22/06/2019

Posted: Tue Jun 25, 2019 8:52 pm
by Starke
Even players on both sides is a nice change of pace, yes, (I DETEST the blob) but when all you do is stand there for an hour funneling it's not fun, it's literally who goes afk first. The only interesting strategy I've ever seen (and it only worked once) was to run a dok, shaman or zealot with self res rune on into the keep and hope nobody noticed when they revived entire wb's onto the top floors.

First time it worked great, and they res'd two entire wb's on top of us. Lets just say we were rather surprised when they wiped us from behind :D. It was a really brilliant tactic. (and major kudos to whoever came up with it) Except it's never worked again. Now we camp the body of everyone who tries it. Last fort they tried it, I think the dok had about 15 mines on top of their body.

If fort was in short stages with objectives for each stage, where you had to keep moving instead of just funneling endlessly it would be more fun. I enjoy relatively even player numbers, I do not enjoy standing in one place for an hour.


But yeah, please get us out of this one zone crap. I'm barely logging on at this point since watching 5 star locks is about as entertaining as watching grass grow.