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Lord riposte

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Omegus
Posts: 1530

Re: Lord riposte

Post#11 » Sun Jun 07, 2020 5:49 pm

Pesteavino wrote: Sun Jun 07, 2020 2:07 pm Since last patch Lords from forts haber riposte, I suppose this intended, but the problem Is that SM insta die when use blurring shock.

Its a bug? Or this Is working properly
All fort lords or just the one with the keg/barrel mechanic? Skull Thumper (the mirror skill) has been killing Black Orcs when used on the dwarf fort lord since forts were introduced. Working as intended based on the interaction of mechanics.
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Gone as of autumn 2024.

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M0rw47h
Posts: 898

Re: Lord riposte

Post#12 » Sun Jun 07, 2020 5:55 pm

Nothing new...

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wachlarz
Posts: 798

Re: Lord riposte

Post#13 » Sun Jun 07, 2020 6:05 pm

I think lord should kill ppl not be a BIG target dumny with more than normal hp.

Sarnai
Posts: 199

Re: Lord riposte

Post#14 » Sun Jun 07, 2020 6:24 pm

Grock wrote: Sun Jun 07, 2020 5:39 pm

The real issue with Riposte is that its damage is a bit too high and it procs On-Hit effects
The fact that it scales with rage is the real culprit in my eyes. And are you sure about the procs? I don't think I've ever seen a weapon proc trigger off a riposte.
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Marawo
Posts: 111

Re: Lord riposte

Post#15 » Sun Jun 07, 2020 7:07 pm

@OP and back to the actual topic

Yes this is an intentional mechanic of that fort like poison cauldron is for the empire fort for example, the damage reflect effect stops once you kill the totem/keg on the bottom floor of that fort. BO/SM instadie due to the million procs of all the people arround them proccing skull thumpa/blurring shock. Best way is to just avoid that ability in that specific fort or have someone from downstair call when they kill the totem and respect it's respawn timer so shock isnt active when the totem comes back up.
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warlover
Posts: 408

Re: Lord riposte

Post#16 » Sun Jun 07, 2020 8:29 pm

Marawo wrote: Sun Jun 07, 2020 7:07 pm @OP and back to the actual topic

Yes this is an intentional mechanic of that fort like poison cauldron is for the empire fort for example, the damage reflect effect stops once you kill the totem/keg on the bottom floor of that fort. BO/SM instadie due to the million procs of all the people arround them proccing skull thumpa/blurring shock. Best way is to just avoid that ability in that specific fort or have someone from downstair call when they kill the totem and respect it's respawn timer so shock isnt active when the totem comes back up.
In other words Learn to Play the Game ;)

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Kaelang
Posts: 1275

Re: Lord riposte

Post#17 » Sun Jun 07, 2020 8:50 pm

List the Fort Lords that are insta-gibbing Order please, I want to buy them drinks.

Also, might have someone confirm it, but first, drinks.
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Foofmonger
Posts: 524

Re: Lord riposte

Post#18 » Mon Jun 08, 2020 1:55 pm

Grock wrote: Sun Jun 07, 2020 5:39 pm Internal cooldown on Riposte will make it entirely useless in any setting except isolated 1v1

What it needs is either a simple damage reduction, or a target-specific cooldown where it can't damage the same target more than once a second.
But even that sort of cooldown will be bad because its still a proc-based ability in a GCD-based game, which means a cooldown can cover up a GCD resulting in the real downtime being much longer.
Yea, I meant a target specific ICD, not a general one (general one would kill the tactic). 1 sec per target or something as you mentioned.

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