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Patch Notes 23/07/2019

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Grunbag
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Re: Patch Notes 23/07/2019

Post#11 » Tue Jul 23, 2019 12:52 pm

Ysaran wrote: Tue Jul 23, 2019 12:08 pm
ReturnOfReckoning wrote: Tue Jul 23, 2019 9:11 am [Abilities]
- Fixed an issue causing some abilties that proc or trigger damage to critically hit.
any news about Hurtin' Time scaling with rage?
This require code , I’ll let you know when it’s done
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Tesq
Posts: 5704

Re: Patch Notes 23/07/2019

Post#12 » Tue Jul 23, 2019 1:57 pm

Natherul wrote: Tue Jul 23, 2019 12:48 pm
Xergon wrote: Tue Jul 23, 2019 12:41 pm
ReturnOfReckoning wrote: Tue Jul 23, 2019 9:11 am [Campaign]

- When campaign resets and if there is another fort running it will unceremoniously end with no rewards.
So instead splitting zerg between 2 forts you force ppl to zerg and clusterfuck in 1 fort... terrible decision.

Also without victory condition for defenders, invaders will keep opening 2 forts, don't join 1st, zerg 2nd, while defenders in 1st get blocked from join 2nd fort. On top of that now defenders in 1st will not get any rewards when 2nd fort will finish.
This is the 10:th time someone misunderstands what it means. It means that if 2 forts are locked for the same realm and a 3rd one is in progress then it will end unceremoniously. And ONLY then, this is because if we leave it active and defenders win the campaign gets **** up.
ye i saw that happen; when 2x fort are push and 1 is alredy lock after reset 1 fort dosen't reset and the next fort push will reset with just 1 fort.

tough if i may, considering the future implementation of city istance, we could directly move it into a system of 3 fortress:

-every fortress unlock after 2h it has been taken and whole pairing move back into t2
-if all fortress are taken they immidiatly reset all pairing to t2.

this way we should have no more bugs and a system ready to deploy city istances.
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Deadkiller
Posts: 77

Re: Patch Notes 23/07/2019

Post#13 » Tue Jul 23, 2019 5:01 pm

well patchnotes sounds great so far. the only thing with moral isnt a good idea i think but well lets test it first before shitstorm goes on !!

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peterthepan3
Posts: 6509

Re: Patch Notes 23/07/2019

Post#14 » Tue Jul 23, 2019 5:25 pm

I'd err on the side of caution with morale pump changes in regards to how they can impact smallscale. The last thing we want is to have morales deciding the outcome of fights moreso than actual play. Tested it a bit on BO in 6v6, and being able to get M4 incredibly fast (basically it was up whenever it was needed) is a bit OTT for smallscale.
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DanielWinner
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Re: Patch Notes 23/07/2019

Post#15 » Tue Jul 23, 2019 5:42 pm

peterthepan3 wrote: Tue Jul 23, 2019 5:25 pm I'd err on the side of caution with morale pump changes in regards to how they can impact smallscale. The last thing we want is to have morales deciding the outcome of fights moreso than actual play. Tested it a bit on BO in 6v6, and being able to get M4 incredibly fast (basically it was up whenever it was needed) is a bit OTT for smallscale.
I wouldn't be so concerned about faster morals and especially pumps because it brings more diversity to builds and may even help classes which are super dependent on whether they have moral or not (for example, all range classes).
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peterthepan3
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Re: Patch Notes 23/07/2019

Post#16 » Tue Jul 23, 2019 6:18 pm

DanielWinner wrote: Tue Jul 23, 2019 5:42 pm
peterthepan3 wrote: Tue Jul 23, 2019 5:25 pm I'd err on the side of caution with morale pump changes in regards to how they can impact smallscale. The last thing we want is to have morales deciding the outcome of fights moreso than actual play. Tested it a bit on BO in 6v6, and being able to get M4 incredibly fast (basically it was up whenever it was needed) is a bit OTT for smallscale.
I wouldn't be so concerned about faster morals and especially pumps because it brings more diversity to builds and may even help classes which are super dependent on whether they have moral or not (for example, all range classes).
Classes shouldn't be so dependent on morales that they need morale pumps to survive, and the last time morale gains were out of whack, the 6v6 scene was reduced to nothing but who-can-gain-morale-X-quicker play - which is devoid of skill (though some premades probably enjoyed this era).

Should morale pumps exist, and work properly? Sure, and more testing needs to be done in current iteration to see how they pan out. Morale pumps are certainly good for Shaman/AM, and it does indeed give them some sort of niche in certain group setups that would perhaps justify taking one over a DOK/WP.

Maybe the current morale pumps are completely fine, I'm just saying that we should pay close attention to how they pan out.
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Herthin
Posts: 58

Re: Patch Notes 23/07/2019

Post#17 » Tue Jul 23, 2019 6:29 pm

Spoiler:
ReturnOfReckoning wrote: Tue Jul 23, 2019 9:11 am
[Dungeons]

Bilerot Burrow :
- Ssyrdian Morbidae extra defense buff from last patch have been reverted. Fixed the cauldron mechanics.
Much appreciated, thanks.

sighy
Posts: 259

Re: Patch Notes 23/07/2019

Post#18 » Tue Jul 23, 2019 6:57 pm

Any word, on the global lag/DC problem, whenever a zone/fort/campaign locks?

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DirkDaring
Posts: 425

Re: Patch Notes 23/07/2019

Post#19 » Tue Jul 23, 2019 7:14 pm

Tesq wrote: Tue Jul 23, 2019 1:57 pm
Natherul wrote: Tue Jul 23, 2019 12:48 pm
Xergon wrote: Tue Jul 23, 2019 12:41 pm

So instead splitting zerg between 2 forts you force ppl to zerg and clusterfuck in 1 fort... terrible decision.

Also without victory condition for defenders, invaders will keep opening 2 forts, don't join 1st, zerg 2nd, while defenders in 1st get blocked from join 2nd fort. On top of that now defenders in 1st will not get any rewards when 2nd fort will finish.
This is the 10:th time someone misunderstands what it means. It means that if 2 forts are locked for the same realm and a 3rd one is in progress then it will end unceremoniously. And ONLY then, this is because if we leave it active and defenders win the campaign gets **** up.
ye i saw that happen; when 2x fort are push and 1 is alredy lock after reset 1 fort dosen't reset and the next fort push will reset with just 1 fort.
m
tough if i may, considering the future implementation of city istance, we could directly ove it into a system of 3 fortress:

-every fortress unlock after 2h it has been taken and whole pairing move back into t2
-if all fortress are taken they immidiatly reset all pairing to t2.






Or instead of having the Dev make it possible to have 3 Forts all open at the same time, yall could try not Zerging so HARD..... Maybe

I dont even bother playing anymore

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Natherul
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Re: Patch Notes 23/07/2019

Post#20 » Tue Jul 23, 2019 7:27 pm

for the morale being to fast. If that is a thing it can always be scaled down without implementing weird scalars. But keep the feedback to the thread specified on morales please.

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