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Patch Notes 31/1/2017

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dur3al
Posts: 251

Re: Patch Notes 31/1/2017

Post#101 » Tue Jan 31, 2017 9:10 pm

Jaycub wrote:
Dalgrimar wrote:Like Althi says i cant wait my self to try a 6man in RvR and fight outnumbered.
There wasnt much reason to do this before.
Looks like a change in the right direction.
Now only to hope not to much zergers whine so it wont be reverted.
IDK Sorc/BW centric keep D 6 mans were raking in 200+ kills sometimes. Now it's gonna be even more.

As for roaming or melee centric 6 mans, those usually rely on ST damage... and AoE from zerg is really a non factor it's just the sheer amount of usually RDPS that becomes impossible to heal through.. you lose just 1 person and its over.
True.
As far as I've experienced lately, I don't really see much of the AoE zerg-balls around frankly, most of the blobs in oRvR are just a combination of soloers, groups, premades, and of the dps classes in the blob, 90% of them will be ranged - And they run together because there is no incentive not to (main issue haven't been addressed imo).
So I still don't see how melees will be able to be more of a factor in these fights since they'll be mostly be taking ST damage from the zerg - also keep in mind that while they're charging in, the rDps will move and spread around. To understand why there is so many range dps and why they are the fotm pick for the game at this state read this post below:
Bretin wrote:the key to fix this issue was always to promote group play and make group queue attractive. a solo player will rarely decide to play a class which can't kill on his own e.g. a healer/def tank. solo healing relies on pug skill + heal leeching got killed. tanking for pug dps is also very unattractive. the safe version is a rdps hence why the server is stuffed with engis, squigs, bws and sorcs. the reward for playing easymode (fotm) is way too high when it's compared to what people get for forming groups/playing support classes.
I guess we'll see how this turns around but my consideration so far are:

1) It won't be increasing 6 mans running melee classes. Simply because most melee groups will focus on ST damage, and even if you run something like 2x SL and charge in a blob you might do some damage but this will leave your entire group exposed and you'll die regardless, and again you'll be mostly facing ST damage from the blob itself anyway.
2) This will most likely nerf not-so-organized 3 fgs + bomb guild groups.
3) This will most likely buff organized 3fgs + bomb guild groups, since there is a big possibility to highly increase your damage by positioning.

If you ask me how to make smaller groups (melee groups especially) be more of a factor in oRvR (also achieving spreading out and thinning the oRvR blob in the process), i'd say that small groups operate in one simple strategy - hit-and-run. It was possible to any sort of good premade to engage against blobs on live and kite until having good morals for a moral bomb or just kite until the blob would stretch out thin and would be relieved of pressure being able to go back in and get some more kills. And that was made possible because of: Quick Escape + Odjira, since they'd be fighting higher numbers receiving splash damage these buffs would be up all the time.

Right now you can't really engage higher numbers simply because you'll be overwhelmed at some point, there is no possible way to kite (especially melee), and if you try to do it in here at RoR, you might as well carry more rdps to dismount the guys who are chasing you mounted - which is exactly why everyone is fighting within the blobs and blobbing themselves in the first place (thus making oRvR boring/blobby/etc), or they will choose to be fighting close to posterns/warcamps because they're able to run back to safety.
Last edited by dur3al on Tue Jan 31, 2017 9:56 pm, edited 5 times in total.
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Tesq
Posts: 5713

Re: Patch Notes 31/1/2017

Post#102 » Tue Jan 31, 2017 9:14 pm

the dmg buff alredy happened some said his choppa doing crazy dmg with wild chopping and i add you can spam it for for even mroe pleasure (the right build alredy give you 140% dmg more when you crit (likely bug since per pathc note should be exluded. I dont image those very long range skill which hit 9 ppl like rain of fire and hit none of your allied during sieges....
Last edited by Tesq on Tue Jan 31, 2017 9:15 pm, edited 1 time in total.
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Natherul
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Re: Patch Notes 31/1/2017

Post#103 » Tue Jan 31, 2017 9:15 pm

fix for the keep lord is incoming.

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Tesq
Posts: 5713

Re: Patch Notes 31/1/2017

Post#104 » Tue Jan 31, 2017 9:16 pm

Natherul wrote:fix for the keep lord is incoming.
we will never take a keep until M2 keep one shoot ppl /or M4 dont reduces m2 dmg...
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Teefz
Posts: 100

Re: Patch Notes 31/1/2017

Post#105 » Tue Jan 31, 2017 9:17 pm

wargrimnir wrote:[General]

Azarael

Fixed an issue causing players not to be considered within the RvR lake if returned there from a scenario.
Awesome fix yet again! :)
wargrimnir wrote:
[Combat and Careers]

Azarael

EXPERIMENTAL: Direct-damage area of effect attacks which can hit at least 9 people will now have their damage modified under the following conditions:
  • Hitting an allied player: Damage reduced per allied player hit.
  • Hitting an enemy: Damage increased per enemy hit beyond the 6th.
Damage cannot be reduced below 20%.
Interesting changes. Instead of having this complex algorithm, wouldn't an idea like changeing Trivial Blows into something that counter AoE instead? -> "Trivival Blows: Reduces damage taken from aoe by X%." One or two ranks, where each rank provide a certain amount of AoE dmg reduction. This would allow for people who prefer to run in or against these warbands to provide some form of cover for themselves through renown? - I'm sorry for a 'suggestion' and dropping the 'TB' bomb here in changelog, but an idea popped up. :geek:

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Azarael
Posts: 5332

Re: Patch Notes 31/1/2017

Post#106 » Tue Jan 31, 2017 9:21 pm

That resolves to a blanket AoE nerf. People WILL take that version of TB if RvRing.

Arteker616
Posts: 413

Re: Patch Notes 31/1/2017

Post#107 » Tue Jan 31, 2017 9:21 pm

big adventage now for slayer aoe , since the synergy with rampage now can be lethal. gonna be alot of choppas , slayer running woots and power T. more to be seen

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Aurandilaz
Posts: 1896

Re: Patch Notes 31/1/2017

Post#108 » Tue Jan 31, 2017 9:22 pm

Tesq wrote:
Natherul wrote:fix for the keep lord is incoming.
we will never take a keep until M2 keep one shoot ppl /or M4 dont reduces m2 dmg...
uh... we do? Like on daily basis? :roll:

This aoe dmg buff/nerf should bring some changes to keep fighting, as ranged defenders might now not hit so hard if they also hit their own allies. Gives mdps maybe some hope, but we shall see how keep-meta changes over the coming weeks. ;)

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Luth
Posts: 2840

Re: Patch Notes 31/1/2017

Post#109 » Tue Jan 31, 2017 9:23 pm

Teefz wrote: Interesting changes. Instead of having this complex algorithm, wouldn't an idea like changeing Trivial Blows into something that counter AoE instead? -> "Trivival Blows: Reduces damage taken from aoe by X%." One or two ranks, where each rank provide a certain amount of AoE dmg reduction. This would allow for people who prefer to run in or against these warbands to provide some form of cover for themselves through renown? - I'm sorry for a 'suggestion' and dropping the 'TB' bomb here in changelog, but an idea popped up. :geek:
That would make it mandatory for everyone in open RvR. The original TB was a mandatory bandaid, which was the reason why it was not implemented on RoR.

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Soulcheg
Posts: 936

Re: Patch Notes 31/1/2017

Post#110 » Tue Jan 31, 2017 9:29 pm

Penril wrote:
You are welcome! :D
What's so funny about people stop playing?
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