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Any ETA on the SH re-work

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havartii
Posts: 442

Re: Any ETA on the SH re-work

Post#21 » Sat Oct 03, 2020 2:24 pm

Since a few weeks has passsed since the buff to rSW, it haven't been well received, please take note about these suggestions I give you, this may be a good solution for both careers, will improve both Single Target Range and AoE spec for SW and SH.
(there's only SH names but these very well be applied to SW too)

Oi Oi there! Kabusquig here with a new approach to the upcoming changes to Range Squig Herder. As someone mentioned that the Buffs for Squig Herder could be different, I write down this post to not have an exact mirror on Order side.

What I aim with this suggestions is to add an utility to a Warband/Group setup for the Range Squig Herder because right now the rSH is not being invited to city, rvr warbands, sc premades, only solo and roam with friends. Also make the RSH feel more unique and not make it an exact mirror, If you have some ideas too, feel free to share them, here are my suggestions:

(take in consideration that these are suggestions, not asking for all of these ideas to be implemented at 100% of what I say, just a bunch of ideas that Devs could grab a hold of and see what they can do)

If some of these could be implemented, it means that there would be less MeleeSquig Herder bouncing around and more shootin'!


Path of Big Shootin'

Tactic Aimin' Quickly: Plink and Poison Arrer now builds up 1 second faster. When you have no pets present, increases the range of these two abilities by 30ft.

Tactic Extra Poison Coating: Explodin' Arrer and Poison Arrer will now bypass all of your victims resistances, in addition, Poison Arrer will now remove 50 AP from the target.

Tactic Clever Shootin': All of your path of big shootin abilities cost 35% fewer action points and their critical chance will be increased by 5%

Ability Shrapnel Arrer: to it's current effect, add: increases build times on target by 25%.

Poison Arrer undefendable.

Finish 'em off: to it's current effect, add: If target is bellow 30% on contact, reduces enemy movement speed by 60% for 3 seconds. Deals elemental damage.

Increase base damage of Finish'em Off, What Blocka?, Choking Arrer and Behind Ya! to match Plink's damage.

Lots o' Arrers: allow this ability to continue to build up even if you move.


Path of Quick Shootin'

Tactic Shootin' wif da Wind: increase the range of all of Path of Quick Shootin abilities by 60% (from 50%). In addition, increases armor penetration of all Quick Shootin abilities by 10%.

Tactic Da Waaagh iz Strong: Yer Bleedin' will now remove 10 AP points from the enemy every second and will hit all enemies between 30feet from the target. (removes a total of 150 AP points by the whole duration of 15s)

Ability Yer Bleedin': increase base damage by 1.5 and deals Elemental damage.

Tactic Splinterin' Arrers: Run 'n Shoot will now damage all enemies within 30feet of your target (increase of 10feet) and no longer have a 30% damage reduction.

Ability Run Away!: Move this ability to core ability, will no longer requires an active pet. Will still increase movement speed by 30% for 10s. In addition will increase Dodge and Disrupt by 7% for the whole duration.

Ability Behind Ya!: Move it from 13pt down to 5pt.

Create new ability "Mushroom toss" 13 mastery point: Throws a mushroom to the spot that you select, it will explode at landing and will deal X amount of damage to all enemies between 40feet of that spot, reducing their movement speed by 25% and will increase enemies building times by 30% for 5s. This ability could have a 10s to 15s cooldown.


Core abilities

Create new ability called "Hide in a 'ole": The Squig Herder digs a hole in the ground and hides in there for up to 1 minute, unable to cast any ability. If the Squig moves or gets punted, it leaves the hole. He can receive damage only from AoE. Can't be used in Squig Armor. 2 minutes cooldown. Cast time of 10 seconds. Could give this same ability to Shadow Warrior, something called like "Hide in the shadows".

Create new ability "Don't step on da shroom": The Squig places an invisible mushroom on the ground that last for 1 minute, the mushroom will explode if an enemy gets too close. Damaging all enemies between 20feet of the explosion, dealing 780 elemental damage over 5 seconds and reducing their movement speed by 40%. Could also add this one to Shadow Warrior, somehow as a trap.

Squig Frenzy: reduce it cooldown from 3 minutes to 1 minute.

Move Morale 3 Squigbeast to M1.

Tastes like Chicken: You eat your squig, gaining 750 HP instantly.

Increases squig pets HP by 50% and overall fix them.

Farty Squig: if Horned Squig is active at the moment, increases damage from 419 to 619 and slows enemies by 25%
Order: 80 AM / 77 RP/ 75 Knight
Destro: 82 Sham / 80 Zealot/ 80 DoK

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havartii
Posts: 442

Re: Any ETA on the SH re-work

Post#22 » Sat Oct 03, 2020 2:25 pm

this, original post by Adapter
Order: 80 AM / 77 RP/ 75 Knight
Destro: 82 Sham / 80 Zealot/ 80 DoK

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wargrimnir
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Re: Any ETA on the SH re-work

Post#23 » Sat Oct 03, 2020 8:48 pm

The majority of his post isn't implementable, and the rest of it is wildly over the top. It reads more like a troll post, and I know that's not what he actually intended. More like he was asking for the best thing he could imagine and hoped he got a fraction of it. Proposals that get seriously reviewed are more reasonable and nuanced.
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Orontes
Posts: 332

Re: Any ETA on the SH re-work

Post#24 » Tue Oct 06, 2020 5:54 pm

Below is a class rework proposal. This has been submitted in the official Proposal Section. It uses the SW changes as a base reference and guide.

General Class changes:

-Squig Frenzy: Requires an active pet (referred to as Frenzied in what follows): Active for 10 seconds. 30 second cooldown. All pet squig damage is increased by 50%. When active, it may also impact other abilities as a secondary effect (similar to SW Vengeance of Nagarythe). These are detailed in the respective mastery abilities below.

-Tastes Like Chicken: requires active squig. Squig is consumed for a heal of 950 pts. 60 second cooldown. During the next ten seconds the next squig summoned will arrive instantly (no restriction on squig type)

-Tactic "Da Smell Don't bother Me": while in squig armor, heals for 250 pts every 4 seconds

-(New ability) "Feelin Waaaghy" : Same effects as SW "Steady Aim": While ability is active, all damage doing abilities from the squig herder have a 25% increase chance to do critical damage, but take an additional 1 second to build up.


Path of Quick Shootin

-"Stop Runnin" If Frenzied cooldown reduced 10 seconds.

-13 pt Behind Ya changed to: " Between the Eyes" 65 ft range. 10 second cooldown ( no directional/position requirement). Deals 291 damage. Critical chance increased by percentage of life lost by the target. If Frenzied: target knocked down for 2 seconds.

-11 pts tactic: "Shootin Wif da Wind" Same as before. If frenzied adds 25% armor penetration

-9 pt same as before. If Frenzied is undefendable.

-5Pt "Run Away" Same as before. If Frenzied cooldown reduced to 15 seconds

-3Pt tactic: "Splintern Arrers" : 65 ft range. "Run N Shoot" damage all enemies within 20 feet of target. (no damage reduction)


Path of Big Bouncin

-"Dont Hit Me": Same as before. 10 second cooldown. If Frenzied reduces the target's armor by 618 and reduces the chance to block by 10%.

-"Sneaky Strike" : Same as before. If Frenzied increases critical chance by 10%

-13pt "Tastes Like Stuntie" Same as before. If frenzied damage increased to 250 each hit and cooldown reduced by 10 seconds.

-9 pt "Indigestion" If Frenzied cooldown reduced by 10 seconds

-3pt "Squig Leap" If Frenzied damage is undefendable


Path of Big Shootin

-(New ability) "Fully Rotten": Same effects as SW "Glass Arrow": all Big Shootin abilites will do an additional 150 pts of damage, but drain 15 AP each time the affect triggers. Will not trigger more than once a second. Click ability again to deactivate.

- "Lots o' Arrers" If Frenzied does 10% more damage

-"Choking Arrer" If Frenzied damage increased to 332 and target unable to use magic for 5 seconds

-13 pt "Finish Em Off" Sames as before. If Frenzied does Corporeal Damage

-9pt "Poison Arrer" Same as before. If Frenzied is undefendable


(no squigs were harmed in the production of this proposal)

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cimator
Posts: 126

Re: Any ETA on the SH re-work

Post#25 » Tue Oct 06, 2020 6:58 pm

I really don't think skirmish SH needs these full reworks. Buffing a couple of their underperforming abilities will take them to a decent level imo. I would simply suggest devs to take a look at;

-Explodin' Arrer
-Behind ya!
-Lots o' Arrers
-Squig Frenzy

Dont even need to change the abilities' place in the mastery, just buffing these abilities in simply ways would suffice imo. For ex;

Increase the DoT damage of Explodin' Arrer and/or its direct damage
Remove the requirement of Behind ya! but add a bonus damage when you use it from behind
Increase the damage of Lots o' Arrers to be equal or better than the DPS of Run n shoot.
Reduce Squig Frenzy CD to 60sec and/or make it affect all damage of the Pet, not just autoattacks.
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Neverever
Posts: 193

Re: Any ETA on the SH re-work

Post#26 » Tue Oct 06, 2020 8:55 pm

cimator wrote: Tue Oct 06, 2020 6:58 pm I really don't think skirmish SH needs these full reworks. Buffing a couple of their underperforming abilities will take them to a decent level imo. I would simply suggest devs to take a look at;

-Explodin' Arrer
-Behind ya!
-Lots o' Arrers
-Squig Frenzy

Dont even need to change the abilities' place in the mastery, just buffing these abilities in simply ways would suffice imo. For ex;

Increase the DoT damage of Explodin' Arrer and/or its direct damage
Remove the requirement of Behind ya! but add a bonus damage when you use it from behind
Increase the damage of Lots o' Arrers to be equal or better than the DPS of Run n shoot.
Reduce Squig Frenzy CD to 60sec and/or make it affect all damage of the Pet, not just autoattacks.

+10 to this, especially Squig Frenzy makes no sense as it is atm. 3 minutes CD and only %50 pet auto attack increas.. Well yea waste of hotbar spot to even put it to bar.
Exploding Arrer actually has a tactic to increase dmg but the dmg increase is too slight that it would be stupid to waste a tactic slot for it.
Lot's o'Arrers was overperforming when SH had damage increase M2 but having it removed for ages now it is definately underperforming as it is.
Most of the RSH Quick shooting players are forced to go all the way up to 13th point in Big Shooting tree to have a Okish finisher. Changing behind ya in that way would definately allow some variety of new specs.

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StrongUn
Posts: 298

Re: Any ETA on the SH re-work

Post#27 » Wed Oct 07, 2020 7:13 am

Lots o' Arrers:
Move from Path of Big Shootin' to Path of Quick Shootin' and allow this ability to continue to build up even if you move.

Finish 'em off:
Move it from 13pt down to 5pt or at least 9pt.

Shrapnel arrer:
Add a coldown increaser of 25% and increase its duration from 3 seconds to 6

Wat blocka :
Allow this ability to continue to build up even if you move.

Don't hit me!:
Make it usable with bow with 65ft not only melee


Make no pet build viable:

Drop that!!:
Remove pet requeriment

Run Away!:
Move this ability to core ability, will no longer requires an active pet.
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Wushi
Posts: 19

Re: Any ETA on the SH re-work

Post#28 » Wed Oct 07, 2020 7:15 am

I think merging the current tactics to make poison arrer and plink a second faster, with poison arrer being undefendable, would go a long way. These are 2 mandatory tactics for the build atm and would free up a lot more options while not being overpowered.

Also some extra damage on exploding arrer, maybe giving it a minor cooldown debuff and squigs that don’t insta-die would be cool.

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rrrutsss
Posts: 216

Re: Any ETA on the SH re-work

Post#29 » Wed Oct 07, 2020 7:21 am

The thing about SH pet is lame that when it dies you lose its buffs(it dies quickly and often just dissapears). But wl pet can die and you still have the buffs , should do same for SH

Neverever
Posts: 193

Re: Any ETA on the SH re-work

Post#30 » Wed Oct 07, 2020 8:48 am

rrrutsss wrote: Wed Oct 07, 2020 7:21 am The thing about SH pet is lame that when it dies you lose its buffs(it dies quickly and often just dissapears). But wl pet can die and you still have the buffs , should do same for SH
That was actually being considered by the developer team before live shut down. The loss of pet dmg is an enough penalty as it is tbh considering how fast SH pet is chopped into pieces, but losing buffs that the other classes get through stance shifts always felt unfair considering compareable pet class -WL- in order side keeps the buffs even it loses the lion. The only problem here could be the horned squig since keeping armor buff even the pet is dead would be unfair. What I would suggest in that case make horned squig also grant %5 melee crit chance (it has already been a lack on melee spec, MSH gets crit chance only from gear and renown points, no other ability or tactic support to reach a considerable amount). So when horned dies you lose the armor buff but you keep %5 melee crit chance.

I think one player with experience of balance proposals should pick all the reasonable and fair suggestions stated under this thread and make a proper proposal out of it. Considering Wargrimnir's warnings above that seems to be the only way to be taken seriously.
Last edited by Neverever on Wed Oct 07, 2020 9:14 am, edited 1 time in total.

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