I agree. This screws up Indigestion. Please revert it to as it was.catholicism198 wrote: Sun Aug 19, 2018 6:42 pmHmmm....Azarael wrote: Sun Aug 19, 2018 6:19 pm
Squig Herder
- Squig Goo now deals its damage instantly.
- Range of Squig Goo reduced to 30ft.
- Indigestion now behaves as Shatter Limbs does.
I'd understand the change if Bad Gas! still increased CDs, since it affects enemies within 30ft like Shatter Limbs, but Indigestion is a cone that requires aiming and isn't as likely to hit as many targets.
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Client Changelog 19th August
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Re: Client Changelog 19th August
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Re: Client Changelog 19th August
I agree with the aboveRenork wrote: Sun Aug 19, 2018 7:07 pmAnother good point about wild changing lowering the CD of Firestorm and allowing it to be cast on the move for those that spec high enough in the tree.catholicism198 wrote: Sun Aug 19, 2018 6:42 pmHmmm....Azarael wrote: Sun Aug 19, 2018 6:19 pm
Squig Herder
- Squig Goo now deals its damage instantly.
- Range of Squig Goo reduced to 30ft.
- Indigestion now behaves as Shatter Limbs does.
I'd understand the change if Bad Gas! still increased CDs, since it affects enemies within 30ft like Shatter Limbs, but Indigestion is a cone that requires aiming and isn't as likely to hit as many targets.
"Magus
- Indigo Fire of Change is Havoc 13 and inflicts Elemental damage.
- Tzeentch's Firestorm is Changing 9 and inflicts Spirit damage."
sigh...
Re: Client Changelog 19th August
Spoiler:
"Quickness is the essence of the war."
Sun Tzu
Sun Tzu
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- Posts: 447
Re: Client Changelog 19th August
Point of this changes was to create fundament for all playstyles without destroying/overtuning one of them. IMO above changes achieved this. Let's focus on tweaking them.bichka wrote: Mon Aug 20, 2018 1:57 amonly thing what WE/WH is lacking in WB play is low WS for aoe ability. Make them ignore 25% of armor like KoBts skill or give something like tactics with WS. Or i still don't see any reason to take WE/WH over slayer/choppa. But i like that issue is finally looked for and probably is subject to future changes.Miszczu5647 wrote: Sun Aug 19, 2018 9:17 pm
Warband play:
Also death blow dealer. But as warband play is about aoe fulfilling this role required at least one major change.
Problems:
- stealth mechanics;
- lack of AoE pressure;
- don't overtune/kill one playestyle when trying to fix other.
Keep in mind. WE/WH is only mdps with paper armor here. Slayer/Choppa have option to drop rage, have some defensive racial tactics like armor or wounds, WE have meh absorb from crits and WH racial tactics for lolabsorb. I think it's can be fair to be comparable with other mdps in WB while staying supersquishy.
Also about WB play and WS : maybe also as variant can be good to have new set for WB playing which is had lot of WS instead of ini/str as usual. Idk.
I can understand your concern about dmg and survivability, but this just need time to make conclusions.
On paper lack of WS - go up to ONK and grab PA for sweet WS boost. Use 4 conq, 3 BL, 2 overlord for high WS bonus. I played this setup - 850 str and 720 WS (with PA bonus but it is easy to uphold). Perm 50% armor penetration. If you want perm 25% then your str will be higher.
Lack of survivability - guard, heal, aoe detaunt (you won't spam your aoe when pressured), Elixir of Cauldron, Confusing Movments. Looks solid to me. Will it work? Ask me in few weeks.
Srul - Shaman
Sruula - Witch Elf
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Sruula - Witch Elf
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Re: Client Changelog 19th August
If it would be 100% proc I would still consider sloting it over Brute force, wild gambit, flanking and push for more on single target or brute force, wild gambit, acuracy and close combat in warband enviroment......oaliaen wrote: Mon Aug 20, 2018 12:42 amits a tactic who give 50% proc to heal 220hp on exaust skillTenTonHammer wrote: Sun Aug 19, 2018 9:58 pm bloodlust and honor restored on chop/slayer
what is that referring to?
"Quickness is the essence of the war."
Sun Tzu
Sun Tzu
Re: Client Changelog 19th August
Once I fully understood when and how to stealth as an offensive and defensive I never felt any change to it is needed. I would completely scrap the whole modification to stealth including added 5s to CD. The new tactic which gives +50% speed stealthed charge for 3 seconds with 35s cooldown would not worth sloting at least for me(If I would played WERekkerr wrote: Mon Aug 20, 2018 1:35 am In no version of live did anyone find it necessary to retool stealth. These changes are completely unnecessary. Stealth is a core ability that doesn't need to be adjusted, I never have complained about any changes made to any other ability but this is just wrong.
Bring on the flamethrowers
Witch Hunter
General
- The cooldown of Incognito is now 35s instead of 30s.
- The cooldown of Incognito will be reduced by 1 second for every enemy within 100 feet when its effect is broken.
- Modified the tooltip of Incognito to better indicate how stealth works.
- Added a new tactic, Hastened Expurgation. Grants a 50% speed bonus when in Incognito and reduces the cast time by 1 second, but reduces the duration to 3 seconds.

Edit:
Witch doesnt need any more gap closers. Stealth, 25% speed tactic Swift Pursuit for whole duration of snare immune(10s) and Agile escape can be used as offensive and defensive. To adition to this You can always (as any other character in game) use flee + AP pot as a charge.
Last edited by Wdova on Mon Aug 20, 2018 7:11 am, edited 1 time in total.
"Quickness is the essence of the war."
Sun Tzu
Sun Tzu
Re: Client Changelog 19th August
That's great and all, but I can't really work with "I don't feel x was needed", so I'll help you out by giving you something to argue. Stealth is less useful the greater the engagement size is. That's what the changes are intended to address.
Re: Client Changelog 19th August
balanceAzarael wrote: Sun Aug 19, 2018 6:19 pm
- Trial By Pain's damage output has been improved by 50%.
- Ruthless Assault's damage output has been improved by 50%.
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Re: Client Changelog 19th August
Ruthless Assault saw use before. Trial by Pain was useless. I also note you neglected to add that Trial by Pain got a cooldown while you were cherry picking something to whine about.
Re: Client Changelog 19th August
That I what I was thinking about. You try to give stealth meaning in big fights WB+ enviroment. If I understand this, Your intention was giving stealth -1s CD for every enemy player within 100ft. In the best possible scenario can happen is when Your stealth is broken if 35 enemy is in 100ft of you Your stealth has 0s CD and can be reabblied instantly. That would be interesting option for WE/WH to get in to enemy baclines and harras healers or just using from stealth attacks more often. On live I never used stealth in such large situation and it it interesting to see how WE/WH would perform with this.Azarael wrote: Mon Aug 20, 2018 7:02 am That's great and all, but I can't really work with "I don't feel x was needed", so I'll help you out by giving you something to argue. Stealth is less useful the greater the engagement size is. That's what the changes are intended to address.
"Quickness is the essence of the war."
Sun Tzu
Sun Tzu
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