Recent Topics

Ads

Patch Notes 7/04/2018

Moderators: Developer, Web Developer, Language Forum Moderators

Forum rules
Before posting on this forum, be sure to read the Terms of Use
User avatar
Trekman
Posts: 56

Re: Patch Notes 7/04/2018

Post#41 » Sat Apr 07, 2018 11:38 am

Any idea when chapter 22 will be done and onslaught will be available?
Smallsy 40/60 Engineer :lol: :roll: :lol:

Ads
User avatar
peterthepan3
Posts: 6509

Re: Patch Notes 7/04/2018

Post#42 » Sat Apr 07, 2018 11:40 am

Gravord wrote:
Sat Apr 07, 2018 10:20 am

Lets see:
- solo ganking - beast mode, charge+quick escape proc and you catch any range/healer. Any melee should loose 1vs1 if such wp/dok knows what he is doing
- single target 100% uptime detaunt, great for 1vs2
- sc pugging - also great

Thankfully, the game isn't balanced around solo encounters. Any ranged/healer that allowed a Wrath WP to catch them is playing wrong (and healers also have access to flee/quick escape).
Gravord wrote:
Sat Apr 07, 2018 10:20 am
Group play:
- dmg output comparable with melee classe
- medium armor, no mechanics requiring positional attacks or waiting for rage to go high taking half your armor and resists - full dmg from first hit
- heal in spammable attack
- high single target channel heal, allowing such "dps" to single target focused team member or himself if need to
- option to remove disarm - no melee class have it, allowing again to continue damaging and healing
- quickest cd on snare/root immunity than any other melee, effectively making them twice more mobile than real melees
- parry/crit tactic, most melees have no equivalent and effectively lower parry/crit than dok/wp can get
- auto attack 50% increase tactic, only few melees have it
- covenant/prayer effectively buffing team with 100% uptime
- ini debuff openers
- option to cleanse
- option to ressurect team members
- shatter enchantement
- dok - perma heal debuff

I'm struggling to envision what melee class you have in mind when you say Wrath WP does comparable damage? Are we talking scenario damage on the scoreboard, the majority of which is fluff?

Medium armor, as do 4/6 melee classes.

You forget that, in order to get the new Charge ability, one has to invest 15 points into Wrath: unless you are high RR, this means you will not be able to get Sigmar's Shield, and your heal spammable/Divine Assault will be significantly weaker; tldr, Wrath WP's melee healing capabilities are now lessened (which they should be, I echo that point of yours).

We do have the option to resurrect, and cleanse, and provide covenants - that much is true - but to suggest that Wrath WP DPS was in any way comparable to a competent slayer, WL or WH is wrong: we have incredibly bad tooltip numbers on our abilities, we lack a +% crit modifier, we lack any damage morales, we lack AoE detaunt (you can't pick this tactic up as a Wrath WP if you want to do damage), etc.
Trekman wrote:Any idea when chapter 22 will be done and onslaught will be available?

Onslaught PQs are currently being tested by a bunch of dedicated people. Stay patient.
Image

User avatar
Gravord
Suspended
Posts: 228
Contact:

Re: Patch Notes 7/04/2018

Post#43 » Sat Apr 07, 2018 11:42 am

peterthepan3 wrote:
Sat Apr 07, 2018 11:40 am
Gravord wrote:
Sat Apr 07, 2018 10:20 am

Lets see:
- solo ganking - beast mode, charge+quick escape proc and you catch any range/healer. Any melee should loose 1vs1 if such wp/dok knows what he is doing
- single target 100% uptime detaunt, great for 1vs2
- sc pugging - also great
Thankfully, the game isn't balanced around solo encounters. Any ranged/healer that allowed a Wrath WP to catch them is playing wrong' you also have access to flee/quick escape.
Gravord wrote:
Sat Apr 07, 2018 10:20 am
Group play:
- dmg output comparable with melee classe
- medium armor, no mechanics requiring positional attacks or waiting for rage to go high taking half your armor and resists - full dmg from first hit
- heal in spammable attack
- high single target channel heal, allowing such "dps" to single target focused team member or himself if need to
- option to remove disarm - no melee class have it, allowing again to continue damaging and healing
- quickest cd on snare/root immunity than any other melee, effectively making them twice more mobile than real melees
- parry/crit tactic, most melees have no equivalent and effectively lower parry/crit than dok/wp can get
- auto attack 50% increase tactic, only few melees have it
- covenant/prayer effectively buffing team with 100% uptime
- ini debuff openers
- option to cleanse
- option to ressurect team members
- shatter enchantement
- dok - perma heal debuff

I'm struggling to envision what melee class you have in mind when you say Wrath WP does comparable damage? Are we talking scenario damage on the scoreboard, the majority of which is fluff?

Medium armor, as do 4/6 melee classes.

You forget that, in order to get the new Charge ability, one has to invest 15 points into Wrath: unless you are high RR, this means you will not be able to get Sigmar's Shield, and your heal spammable/Divine Assault will be significantly weaker; tldr, Wrath WP's melee healing capabilities are now lessened (which they should be, I echo that point of yours).

We do have the option to resurrect, and cleanse, and provide covenants - that much is true - but to suggest that Wrath WP DPS was in any way comparable to a competent slayer, WL or WH is wrong: we have incredibly bad tooltip numbers on our abilities, we lack a +% crit modifier, we lack any damage morales, we lack AoE detaunt (you can't pick this tactic up as a Wrath WP if you want to do damage), etc.
Trekman wrote:Any idea when chapter 22 will be done and onslaught will be available?
Onslaught PQs are currently being tested by a bunch of dedicated people. Stay patient.
If its sooo bad why you were already running melee wp in 6 man? :)
twitch.tv/gravord

User avatar
daniilpb
Posts: 591

Re: Patch Notes 7/04/2018

Post#44 » Sat Apr 07, 2018 11:46 am

Aurandilaz wrote:
Sat Apr 07, 2018 11:30 am
Any suggestions how to get Guardian WL toughness levels to the same numbers as Wounds? It was somewhat easy to get 8-10k wounds to buff your pet Str previously, but now seems challenging to get similar toughness levels since sets don't give as much.
Yeah, it’s hard but now we know that if you whine enough you can get what you want ;)
But I believe that the way with constructive arguments and proposals is better :D
Image
<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
Very Serious Warhammer Online Montage

User avatar
peterthepan3
Posts: 6509

Re: Patch Notes 7/04/2018

Post#45 » Sat Apr 07, 2018 11:48 am

I was running melee WP in 6 mans because I wanted to test the class to its extremities, against the best groups, to infer what (in my mind) it needed. Running it in a 6 man didn't negate from the fact that it is an underperforming spec.
Image

User avatar
Fallenkezef
Suspended
Posts: 1394

Re: Patch Notes 7/04/2018

Post#46 » Sat Apr 07, 2018 11:50 am

peterthepan3 wrote:
Sat Apr 07, 2018 11:40 am
Gravord wrote:
Sat Apr 07, 2018 10:20 am

Lets see:
- solo ganking - beast mode, charge+quick escape proc and you catch any range/healer. Any melee should loose 1vs1 if such wp/dok knows what he is doing
- single target 100% uptime detaunt, great for 1vs2
- sc pugging - also great

Thankfully, the game isn't balanced around solo encounters. Any ranged/healer that allowed a Wrath WP to catch them is playing wrong (and healers also have access to flee/quick escape).
Gravord wrote:
Sat Apr 07, 2018 10:20 am
Group play:
- dmg output comparable with melee classe
- medium armor, no mechanics requiring positional attacks or waiting for rage to go high taking half your armor and resists - full dmg from first hit
- heal in spammable attack
- high single target channel heal, allowing such "dps" to single target focused team member or himself if need to
- option to remove disarm - no melee class have it, allowing again to continue damaging and healing
- quickest cd on snare/root immunity than any other melee, effectively making them twice more mobile than real melees
- parry/crit tactic, most melees have no equivalent and effectively lower parry/crit than dok/wp can get
- auto attack 50% increase tactic, only few melees have it
- covenant/prayer effectively buffing team with 100% uptime
- ini debuff openers
- option to cleanse
- option to ressurect team members
- shatter enchantement
- dok - perma heal debuff

I'm struggling to envision what melee class you have in mind when you say Wrath WP does comparable damage? Are we talking scenario damage on the scoreboard, the majority of which is fluff?

Medium armor, as do 4/6 melee classes.

You forget that, in order to get the new Charge ability, one has to invest 15 points into Wrath: unless you are high RR, this means you will not be able to get Sigmar's Shield, and your heal spammable/Divine Assault will be significantly weaker; tldr, Wrath WP's melee healing capabilities are now lessened (which they should be, I echo that point of yours).

We do have the option to resurrect, and cleanse, and provide covenants - that much is true - but to suggest that Wrath WP DPS was in any way comparable to a competent slayer, WL or WH is wrong: we have incredibly bad tooltip numbers on our abilities, we lack a +% crit modifier, we lack any damage morales, we lack AoE detaunt (you can't pick this tactic up as a Wrath WP if you want to do damage), etc.
Trekman wrote:Any idea when chapter 22 will be done and onslaught will be available?

Onslaught PQs are currently being tested by a bunch of dedicated people. Stay patient.
Some friendly advice, now you are a balance mod. Avoid using terms like "we" when discusing classes. Gives folks summat to latch on and derail the thread into ad-nauseum bias. Try to emulate Torque's air of inpartial hatred and disdain towards the serfs.

I do like the tone of the balance changes. I would love every class to have three viable trees.
Alea iacta est

User avatar
DokB
Legacy RR80
Posts: 518

Re: Patch Notes 7/04/2018

Post#47 » Sat Apr 07, 2018 12:03 pm

Good to hear a balance team has been reinstated. Looking forward to changes in future.
Zoggof - Black Orc
Doinks - Ironbreaker
Leatherman - Blackguard

User avatar
roadkillrobin
Posts: 2763

Re: Patch Notes 7/04/2018

Post#48 » Sat Apr 07, 2018 12:04 pm

Option 1: Add a Mastery M4's to healers core skills please. It's the only archetype with a non functional core M4. I think the shared 5min CD can be removed aswell as healers don't have any other choise.

Option 2: Move all Mastery M4s to core skills of all classes with a shared t1-4, 5min Morale CD theyare used. Have em scale with current Mastery lvl.
Only 1 min if current core M4 are used.
Last edited by roadkillrobin on Sat Apr 07, 2018 12:13 pm, edited 1 time in total.
Image

Ads
User avatar
OldPlayer
Game Master
Posts: 859

Re: Patch Notes 7/04/2018

Post#49 » Sat Apr 07, 2018 12:07 pm

peterthepan3 wrote:
Sat Apr 07, 2018 11:40 am
[Thankfully, the game isn't balanced around solo encounters.
I would like to inquire Balance Moderator on his opinion of what the game should be balanced around to better understand the direction Balancing will be going.
magicthighs wrote:Finding bugs is what players are for. The RoR team itself doesn't have the people nor the time to do that.

User avatar
Stickzy
Posts: 241

Re: Patch Notes 7/04/2018

Post#50 » Sat Apr 07, 2018 12:08 pm

Fallenkezef wrote:
Sat Apr 07, 2018 11:50 am
peterthepan3 wrote:
Sat Apr 07, 2018 11:40 am
Gravord wrote:
Sat Apr 07, 2018 10:20 am

Lets see:
- solo ganking - beast mode, charge+quick escape proc and you catch any range/healer. Any melee should loose 1vs1 if such wp/dok knows what he is doing
- single target 100% uptime detaunt, great for 1vs2
- sc pugging - also great

Thankfully, the game isn't balanced around solo encounters. Any ranged/healer that allowed a Wrath WP to catch them is playing wrong (and healers also have access to flee/quick escape).
Gravord wrote:
Sat Apr 07, 2018 10:20 am
Group play:
- dmg output comparable with melee classe
- medium armor, no mechanics requiring positional attacks or waiting for rage to go high taking half your armor and resists - full dmg from first hit
- heal in spammable attack
- high single target channel heal, allowing such "dps" to single target focused team member or himself if need to
- option to remove disarm - no melee class have it, allowing again to continue damaging and healing
- quickest cd on snare/root immunity than any other melee, effectively making them twice more mobile than real melees
- parry/crit tactic, most melees have no equivalent and effectively lower parry/crit than dok/wp can get
- auto attack 50% increase tactic, only few melees have it
- covenant/prayer effectively buffing team with 100% uptime
- ini debuff openers
- option to cleanse
- option to ressurect team members
- shatter enchantement
- dok - perma heal debuff

I'm struggling to envision what melee class you have in mind when you say Wrath WP does comparable damage? Are we talking scenario damage on the scoreboard, the majority of which is fluff?

Medium armor, as do 4/6 melee classes.

You forget that, in order to get the new Charge ability, one has to invest 15 points into Wrath: unless you are high RR, this means you will not be able to get Sigmar's Shield, and your heal spammable/Divine Assault will be significantly weaker; tldr, Wrath WP's melee healing capabilities are now lessened (which they should be, I echo that point of yours).

We do have the option to resurrect, and cleanse, and provide covenants - that much is true - but to suggest that Wrath WP DPS was in any way comparable to a competent slayer, WL or WH is wrong: we have incredibly bad tooltip numbers on our abilities, we lack a +% crit modifier, we lack any damage morales, we lack AoE detaunt (you can't pick this tactic up as a Wrath WP if you want to do damage), etc.
Trekman wrote:Any idea when chapter 22 will be done and onslaught will be available?

Onslaught PQs are currently being tested by a bunch of dedicated people. Stay patient.
Some friendly advice, now you are a balance mod. Avoid using terms like "we" when discusing classes. Gives folks summat to latch on and derail the thread into ad-nauseum bias. Try to emulate Torque's air of inpartial hatred and disdain towards the serfs.

I do like the tone of the balance changes. I would love every class to have three viable trees.
So he should be like Torq, yes? What about you let them do their thing, and you can work on your own things, Mate.

Who is online

Users browsing this forum: No registered users and 11 guests

cron