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Patch Notes 03/03/2021

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Spellbound
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Re: Patch Notes 03/03/2021

Post#41 » Wed Mar 03, 2021 4:36 pm

Takes 20+ min of waiting to get a pop for 6 man or less. Stage 3 now extended an extra 10 mins if all champs on one side doesn't die. Before if one side lost S1/S2, they can have a chance at S3. So if one side had 1 tank champ that they can't kill for 24 minutes, they essentially lost ANYWAY because the other side has 18% advantage, correct?

So a city that used to pop quick for people, now is effectively making queue longer, S3 longer and you'll lose S3 anyway if you were already underdog in other stages. So basically give up if 2 champs die and end it quick.

It's going to make city more painful and dragged on, and even less pleasant and lobsided taking away those S3 PvE wins away.
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Grock
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Re: Patch Notes 03/03/2021

Post#42 » Wed Mar 03, 2021 4:54 pm

Sponn wrote: Wed Mar 03, 2021 4:31 pm If a random roll between 0-100 is lower than the result of the formula and the tank is wearing a shield, the guard damage is blocked.

min(<block rating> / <attacker offensive stat> * 0.2 * 100, 50) + <block stat> - <attacker block strikethrough>


what does the 100, [<- comma here] 50 mean in terms of calculation?

it says stat* .2* 100 , 50 <- what is this
50 is the max block % you can get from shield's block rating

To get that against 1000 strength/int/bs you'll need 2500 block rating :roll:
Orkni 85+ (in-game Grock is not me...)
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Wraythbw
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Re: Patch Notes 03/03/2021

Post#43 » Wed Mar 03, 2021 4:54 pm

Hey Devs! Liking the changes so far. Looks like one of the Scenario's with a broken bolster was overlooked. The Eternal Citadel scenario doesn't bolster either. This is painful in T1 and T2/3 with level gap issues resullting in insurmountable odds. Eternal Citadel is all about fighting too. So it not having a bolster mechanic and a bunch of level 1-6 players vs 10-15 players or 16-22 vs 30+. The weaker leveled side literally gets trounced.

The Eternal Citadel scenario needs a bolster too :D It's a cool scenario

Dabbart
Posts: 2248

Re: Patch Notes 03/03/2021

Post#44 » Wed Mar 03, 2021 5:03 pm

Lol.

$10 says people freak out over Slayers not realizing how much Pierce Defenses + 1050 main stat will melt every tank with a guarded target. You won't even need Rampage...

Edit: if attacker gets strike through and main stat benefit, can Tanks get Guard Damage Mitigation?
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Gainsboreaux
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Re: Patch Notes 03/03/2021

Post#45 » Wed Mar 03, 2021 5:12 pm

Dabbart wrote: Wed Mar 03, 2021 5:03 pm Lol.

$10 says people freak out over Slayers not realizing how much Pierce Defenses + 1050 main stat will melt every tank with a guarded target. You won't even need Rampage...

This. S/B tanks just got a huge nerf, but most people aren't going to realize it from reading the notes. The stat priority shift, as well as increased importance on Can't Hit Me rather than Hold the Line will also give casters a pretty big buff against tanks too, indirectly. Tanks going to be in a bad spot for a while.

emiliorv
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Re: Patch Notes 03/03/2021

Post#46 » Wed Mar 03, 2021 5:22 pm

Gainsboreaux wrote: Wed Mar 03, 2021 5:12 pm
Dabbart wrote: Wed Mar 03, 2021 5:03 pm Lol.

$10 says people freak out over Slayers not realizing how much Pierce Defenses + 1050 main stat will melt every tank with a guarded target. You won't even need Rampage...

This. S/B tanks just got a huge nerf, but most people aren't going to realize it from reading the notes. The stat priority shift, as well as increased importance on Can't Hit Me rather than Hold the Line will also give casters a pretty big buff against tanks too, indirectly. Tanks going to be in a bad spot for a while.
This patch is in line with the last one => looks like they want a "more dangerous environment".....first nerfing healers survability (armor talis nerf) and now nerfing tanks guard mitigation....OFC without giving them anything on trade, its a flat nerf. Healers will die faster...and now tanks too.

The class distribution is bad enough, lacking support classes while dps are overplayed....but still, support classes got punished and dps buffed, really dunno where is this going...

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Grimbur
Posts: 25

Re: Patch Notes 03/03/2021

Post#47 » Wed Mar 03, 2021 5:25 pm

Super.
A up for 2H tanks means a nerf for SnB who are already pretty damn useless right now.
Now, we can parry magic damage. Great ... very logical indeed.
And yep ... Hold the Line, the almighty SnB skill is just ridiculous as it doesnt help you a bit against guard spell damage.
But the big 2h tank with his 70% parry next to you will parry all the guard spell damage.
Awesome.

Groumf

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Fenris78
Posts: 787

Re: Patch Notes 03/03/2021

Post#48 » Wed Mar 03, 2021 5:42 pm

A good time now to balance SM's Eagle's Flight vs Chosen's Oppression I guess (buff duration should be at least 10s for SM to avoid being locked into one constant skill refresh every damn rotation)...

About dungeon fix : every instance fix seems to mess up another ; now gunbad bosses despawn on adds (Solithex ziggurats and Giant Squig slimes namely) make them displayed forever with 0 health after being destroyed, and ziggurats adds are popping waaay too fast now.
And we got the old "respawn on spot" bug back when fighting bosses.

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Grock
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Re: Patch Notes 03/03/2021

Post#49 » Wed Mar 03, 2021 5:51 pm

Dabbart wrote: Wed Mar 03, 2021 5:03 pm Lol.

$10 says people freak out over Slayers not realizing how much Pierce Defenses + 1050 main stat will melt every tank with a guarded target. You won't even need Rampage...

Edit: if attacker gets strike through and main stat benefit, can Tanks get Guard Damage Mitigation?
Pierce Defences is just 15

Main stat only counteracts defensive stat (WS/Ini/WP) and doesn't affect your avoidance from other sources(like gear or buffs) in any way
Orkni 85+ (in-game Grock is not me...)
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Minipuce
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Re: Patch Notes 03/03/2021

Post#50 » Wed Mar 03, 2021 5:55 pm

Devs push down the TTK (Time To Kill) every patch.
They nerf healers and snb tanks.
I wonder if their final goal in this game is not to make healers and tanks disappear from the game to just play with dps classes.
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