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Patch Notes 16/12/2017

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dansari
Posts: 2524

Re: Patch Notes 16/12/2017

Post#171 » Tue Dec 19, 2017 2:38 pm

Natherul wrote:
dansari wrote:Hmm.. how does this impact WL pet damage on oil?
It will decrease, and to be fair, in a perfect world where LOS check works for everything, sending a pet up there should not work at all.
Fair point. Thanks!
<Salt Factory>

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gandresch
Posts: 126

Re: Patch Notes 16/12/2017

Post#172 » Tue Dec 19, 2017 3:41 pm

i do understand the problems with keep walls and pets and therefore the change.
But the change on distance? really? an that after the guardian change. With the tactic stalker the pet is even faster (is it still?) and if you hunt a goblin the pet can easily be over the 40 feet.
So a guardian specced pet is no more valid to hunt a goblin. Seems for me the guardian change failed then.

Krima
Posts: 616

Re: Patch Notes 16/12/2017

Post#173 » Tue Dec 19, 2017 4:14 pm

gandresch wrote:i do understand the problems with keep walls and pets and therefore the change.
But the change on distance? really? an that after the guardian change. With the tactic stalker the pet is even faster (is it still?) and if you hunt a goblin the pet can easily be over the 40 feet.
So a guardian specced pet is no more valid to hunt a goblin. Seems for me the guardian change failed then.
Pull / Pounce / Charge, pick one to keep up with your target...
Distance changes will make any difference for grp play ? I doubt
Most guardian players were sending GOD mode pet from safe distance, which requires no skill and its not good for the enviroment.
Krima - WE RR 87
Carnage :ugeek:

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diedrake
Posts: 411

Re: Patch Notes 16/12/2017

Post#174 » Tue Dec 19, 2017 4:29 pm

trebla wrote:ppl askibg SH pet be immune to AOE? Why it a range class which means player never HAS to be in melee range with several different squig role so NO it SHOULD not be immune as WL pet who has to be in melee / danger close to be effective. That would open the door to squig Armor with pet and melee squig to exploit as players on this server usually do.

And changes to WL pet AFTER making changes to A spec for the pet is asanine.
Well when the rework for path of stabbing comes into effect, yes it will be great to have our pets immune to aoe splash damage. When that happens the SH will be right next to the pet. I could also see when stabby tree reworked that melee pets only immune and not gas or spike having that.
Fenaal- SM 40/84
Fanaal- CH 40/7x

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Leecifer
Posts: 130

Re: Patch Notes 16/12/2017

Post#175 » Tue Dec 19, 2017 4:52 pm

Can you let us know if SS was actually "broken" before this change? AFAIK it was just slightly over performing. Did it get changed because of something internal that wasn't working?

Why was this changed?

It was one of the only positive balance changes for my main class over the last 6 months.
Montague
Rickless - WP
Fridge - IB
Clokwerk - ENGI
Katie - Shaman

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Leecifer
Posts: 130

Re: Patch Notes 16/12/2017

Post#176 » Tue Dec 19, 2017 5:15 pm

Okay sorry I did not know. Was it not a unique mechanism before? In this iteration it is most useful to the only non-healing tree, wrath.
Montague
Rickless - WP
Fridge - IB
Clokwerk - ENGI
Katie - Shaman

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Charon
Posts: 297

Re: Patch Notes 16/12/2017

Post#177 » Tue Dec 19, 2017 5:54 pm

Spoiler:
Torquemadra wrote:
Leecifer wrote:Okay sorry I did not know. Was it not a unique mechanism before? In this iteration it is most useful to the only non-healing tree, wrath.
It is being looked at
Grace WP (and whole correlation between all 3 paths) need some love and closer look. For now this build is composed from different puzzles that were implemented in different stages of AoR development and do not match one to another because past developers did not care to fix the melee healing issue. What is more, RoR changes to proc meta, CW/RD (which strikes melee wp/dok much harder than other balanced classes), gear set balance, last controversial changes to ss indirectly limited what was left (i do not count ab.mode). In last year only Wrath tree recived some minor buffs but it not changed the picture.
Make a balance proposal.
If one is being discussed, do that.
Don't whine in patch notes about your favorite class in need of buffs.
Karak Azgal - Haron WP
Karak Norn - Haeroon KoTBS
RoR:
- Chaeron - SM
- Nogrun - magnet eng
- Cheron - i want sorc Black Horror skill for my BW ;)

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Aurandilaz
Posts: 1896

Re: Patch Notes 16/12/2017

Post#178 » Tue Dec 19, 2017 5:56 pm

Slightly off/on the tangent; any hope of future fix regarding WL pet being a heat-locked cruise missile when it comes to stealth?
I mean, when WE/WH stealth, the enemy players lose "sight" of them and no longer can see them in any form on the screen. Meanwhile the pets (both WL and SH I believe) have some kind of missile-lock system, that is they do not lose the "lock on target" but keep shooting like a missile with clear aim. :)
I know its a longer bug, and might be hard to fix, but still hopeful that there might be one or some other way to ensure that pet could also lose sight of the stealthing player.

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Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 16/12/2017

Post#179 » Tue Dec 19, 2017 5:58 pm

Aurandilaz wrote:Slightly off/on the tangent; any hope of future fix regarding WL pet being a heat-locked cruise missile when it comes to stealth?
I mean, when WE/WH stealth, the enemy players lose "sight" of them and no longer can see them in any form on the screen. Meanwhile the pets (both WL and SH I believe) have some kind of missile-lock system, that is they do not lose the "lock on target" but keep shooting like a missile with clear aim. :)
I know its a longer bug, and might be hard to fix, but still hopeful that there might be one or some other way to ensure that pet could also lose sight of the stealthing player.
Is there bugtracker ticket with video maybe?
Image

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Aurandilaz
Posts: 1896

Re: Patch Notes 16/12/2017

Post#180 » Tue Dec 19, 2017 6:04 pm

Hargrim wrote:
Aurandilaz wrote:Slightly off/on the tangent; any hope of future fix regarding WL pet being a heat-locked cruise missile when it comes to stealth?
I mean, when WE/WH stealth, the enemy players lose "sight" of them and no longer can see them in any form on the screen. Meanwhile the pets (both WL and SH I believe) have some kind of missile-lock system, that is they do not lose the "lock on target" but keep shooting like a missile with clear aim. :)
I know its a longer bug, and might be hard to fix, but still hopeful that there might be one or some other way to ensure that pet could also lose sight of the stealthing player.
Is there bugtracker ticket with video maybe?
Well, I can try make video of some scenarios in the coming days, or I could try get some guildies to test-proof it, but I'm pretty sure most WE/WH players by now have had several encounters with heat-locked cruise missiles known as pets. :)
If you want video proof, I can try to get some, but I believe this is an older bug relating to variety of other pet issues such as pathing, so there might be some ancient bugtracker ticket regarding it.


edit bugtracker issues open:
https://github.com/WarEmu/WarBugs/issues/10919
https://github.com/WarEmu/WarBugs/issues/7300

Also had same just happen to me yesterday, so the issue still exists.
Last edited by Aurandilaz on Tue Dec 19, 2017 6:15 pm, edited 1 time in total.

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