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Changelog 08/11/16

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Tankbeardz
Posts: 629

Re: Changelog 08/11/16

Post#81 » Tue Nov 08, 2016 8:37 pm

Renork wrote:
Tankbeardz wrote:
Renork wrote:
You could argue that every ability in this game was overly godly near release since not a lot of people knew the basics of the game, lacked armor, resists, etc... you could spam cleave soul on a DoK and things would die.

Magus is now "officially" a stationary dps class and is far from being gimped at this point. My personal preference was to orient the class towards utility but having BoC on a 5cd and a total of 40% extra damage + 40% extra range means that the class should not receive any more significant buffs (plus demons are working as intended now). Believe me, If crit was easier to access, then people would not be happy with the magus class :^)
Stationary DPS...seems like an invalid argument for an archetype that is not useful in any other place other than on a keep wall. There aren't many fights where you sit still the entire time and magus is always a prime target so you have to move to stay alive or to kill. I don't care enough to post a long argument in the balance forum to buff magus nor do I need buffs to play my class efficiently...and I usually test my builds 100x in a style that works for me. I work with what I have and I always have. If magus is so amazing, why are there still so few? Of those few, why are there are only a few worth mentioning at all? You can , literally, swap ANY rdps for a better return than you get from magus. The damage and range was never an issue with magus imho...it's the lack of utility in a so-called utility class.

1. 2 GCDs and a tactic slot for an "instant" KD
2. Morale 1 for a range snare - melee snare is fun but not useful since you are snared if you are in range of, pretty much, any class
3. No heal debuff
3. 2 second cast disarm
4. 3 second cast for burst damage...BOC should be 3...but that is it
5. The added anti stagger buff they received on live is generally useless right now - and I actually used it on live.

Changes to any of those (no not all) would make a better impact imo. Don't get me wrong...I'm not crying. I just disagree with the changes...leave it at that.

I also disagree with the range change to engi...but I'm not going to go into all of that.
I don't disagree with you, stationary fights are not very common outside of keep fights. I never petitioned for a damage buff or range increase; rather I advocated for utility but a different route was taken and ultimately it made the class even more stationary. However, the damage/range buff was/is quite significant, so it would be rather hard to justify giving the class anything else. There are several reasons why people don't play the class....such as looks, some people don't like to be stationary, bad stigma, not good at 6v6 fights (again, stationary, w/little utility) etc... The class is by no means perfect, but if we had sovereign, people would be crying about getting killed "too fast" by magi. The burst potential is quite significant, especially if you have 8 ticks.

People whine more about engies because the turrets have the armor debuff (not an insignificant amount either). On live it was the other way around due to how easy it was to stack armor. It's always interesting to see how different the game is without LOTD (no one, literally almost no one complained about pounce, people were too busy getting murdered by torment spamming wh's).
Some good points there. I would argue that on live I had a base of 45% crit (13% now) and could kill more efficiently (LoTD weapons and talis were LoL funny), but no one was ever complaining about magus damage =P. That is due to the fact that dot damage is super easy to cleanse and that burst skills took forever to cast. Also, that they had other things to worry about that were much more dangerous (I'm looking at you slayer, marauder, etc. - another lol at the buff slayer post).

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jorgemarco
Posts: 146

Re: Changelog 08/11/16

Post#82 » Tue Nov 08, 2016 9:52 pm

Spoiler:
The best thing is not only nerfing order. THE BEST thing is they buffed more dps DOK, hahaha. immortal destru melee partys will own hard scs. good job guys, continue nerfing crit, and let destru get stronger.
Completely useless post - Penril.

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faiden
Posts: 96

Re: Changelog 08/11/16

Post#83 » Tue Nov 08, 2016 9:59 pm

Seems like the ram has still is afflicted by the slow recharge that the attacking cannons had. We could only get the door down to 9% before no one could use the ram again and ppl got pushed out from it. We tried another ram and got it down another 9%
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jorgemarco
Posts: 146

Re: Changelog 08/11/16

Post#84 » Tue Nov 08, 2016 10:21 pm

Spoiler:
U want consistency? then dont nerf classes. instead of 10% crit, give us 5% crit as u did and proper mele power, ranged power and healing power according to lvl. And yes,mele dok need a real nerf cause mele trains of destru premades are op as hell. if u want consistency dont make order classes weaker.instead of that give them an alternative.
This is your last warning - Azarael

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Azarael
Posts: 5332

Re: Changelog 08/11/16

Post#85 » Tue Nov 08, 2016 10:21 pm

faiden wrote:Seems like the ram has still is afflicted by the slow recharge that the attacking cannons had. We could only get the door down to 9% before no one could use the ram again and ppl got pushed out from it. We tried another ram and got it down another 9%
It's affecting all siege weapons, it seems. I will issue a fix.

Izariel
Posts: 34

Re: Changelog 08/11/16

Post#86 » Tue Nov 08, 2016 10:28 pm

I really do not understand why you felt that SW needed a nerf. I am not an expert, all I can tell you is what I have experienced, and that is that SW is weak in terms of dps in comparison with other classes and even weaker in terms of survival. We are a glass cannon without a cannon.

If you do not feel that SW needs a buff, which i fervently believe, why did you feel that they needed a nerf? I honestly want to know.

As it is, I only play this class for class fantasy, because when I do I feel like I am the weakest one on the field. Perhaps I just need to learn to play better and if that is the case I will own it, but it seems that others on this thread agree that SW did not warrant a nerf.

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Azarael
Posts: 5332

Re: Changelog 08/11/16

Post#87 » Tue Nov 08, 2016 10:43 pm

It has nothing to do with SW in particular and everything to do with Order crit stacking. I don't like what SW is at the moment. I especially don't like the Enchanted Arrows nerf, but as long as the class (and the RDPS phys archetype) have access to Unshakable Focus, that and numerous other potential changes will remain unviable.

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dur3al
Posts: 251

Re: Changelog 08/11/16

Post#88 » Tue Nov 08, 2016 10:55 pm

Azarael wrote:It has nothing to do with SW in particular and everything to do with Order crit stacking. I don't like what SW is at the moment. I especially don't like the Enchanted Arrows nerf, but as long as the class (and the RDPS phys archetype) have access to Unshakable Focus, that and numerous other potential changes will remain unviable.
Was about to say the same, btw kinda off-topic but i'd like to ask, will quick escape be implemented in any near future or its just not possible due server limitation or just because people are against it?
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Razid1987
Posts: 1295

Re: Changelog 08/11/16

Post#89 » Tue Nov 08, 2016 11:15 pm

So, another day, more feedback:

After about 2 hours of back and fourths in DW, Destro managed to get a strong foothold in the zone, and took all the BOs. At which point we got a hold of 2 rams and about 4 cannons (1 AoE) and headed to the Order keep. We baited the oil with the ram, moved the ram away, destroyed the oil, and put up the ram and started to smash away at the keep door. Or at least we tried to, but the ram seemed to bug out, since most people couldn't do more than just one swing and then the ram would just stop working. They then had to leave the ram, and then re-enter it, in order to get it to work again. But what that ultimately resulted in, was probably a lot of very weak hits with the ram, and after about 2-3 minutes, the ram was destroyed:
Outer Door HP: ~90% (10%)

We then got the oil down (if it was up, I honestly don't remember), and we moved the ram in. It bugged out as well, and after about 2 minutes, this ram was at 20% hp as well. It was destroyed shortly after, and that meant we now stood at the keep with 0 rams, after less than 10 mins of siegeing:
Outer Door HP: 81% (9%)

We then stood in the same annoying situation, where we had to stay at the keep to keep Order contained in the Keep, and rely on pugs to bring us more rams:

http://imgur.com/77yxD87

About 5 mins passed and a player came with a new ram (Yay!), but just like the other two rams prior, this one got destroyed in about 3 mins, tops. Not sure this one bugged, but didn't seem to make much difference, nonetheless:
Outer Door HP: 75% (6%)

At this point, we just gave up even trying. It wasn't worth it. We started roaming, and didn't really care about standing semi-afk in front of a keep, while being bombarded (Someone said about 33% of total damage taken was from the dwarf AoE cannon alone).

I just don't know what we are suppose to do at this point: We are miles ahead in kills, despite being outnumbered 2 to 3, we control the entire zone, and do everything as intended (Even having a rank 5 keep vs theirs rank 0), and still fail, time and time again.
It's just getting really frustrating now: Keeps are still close to impossible to take, it seems. Today was the 5th WB-day for Phalanx, since the siege have been implemented, and again; we weren't able to take the keep. That means we still haven't taken any keeps at all, for about a week, despite having tried every single time and are always on the offensive. Not to sound privileged, but at this point, we don't really see a point in even trying to take a keep. In the future, we'll probably just try to get some good fights in the zone and roam around. The system just isn't working for us, right now, unfortunately.

http://imgur.com/a/qGU6o

Is it really intended having to use about 10-20 rams to break the two doors on a keep (5-10% hp of the door per ram)? They seem really squishy. I'm not sure if it's melee or the AoE cannons destroying it,but as far as we could tell, it was one of the two.
Also, the door seem really tough. With a rank 5 vs rank 0 keep, is each keep door really suppose to take +30 mins to get down?
Last edited by Razid1987 on Tue Nov 08, 2016 11:32 pm, edited 1 time in total.

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Azarael
Posts: 5332

Re: Changelog 08/11/16

Post#90 » Tue Nov 08, 2016 11:29 pm

The rams, and all siege, have the wrong cooldown, and what's more, there's a bad bug that increases the cooldown for every swing. Believe me, that annoys me just as much as it annoys you :/ That's been there for the last two patches. I need to check that it's completely gone before the next patch.

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