Patch Notes 27/11/2020
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Re: Patch Notes 27/11/2020
Love the SoR changes! and also the new training construct info ! cant comment to much on SH changes but it looks like they will be better in a grp setting and maybe slightly worse in solo?
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- Stinkyweed
- Posts: 462
Re: Patch Notes 27/11/2020
I played for about 30mins solo roam and SC with a skirmish build + rKD and armor penetration.
Overall I do dislike the 75ft range limit for skirmish, but the damage output seems a quite a bit better due to additional crit and armor penetration. I need to test quite a bit more, of course, and be more aware of surroundings since I am closer to the fight...but I don't think its an end of the world / sky is falling mistake. It may even make me bring the herder out some more while I continue to test.
Overall I do dislike the 75ft range limit for skirmish, but the damage output seems a quite a bit better due to additional crit and armor penetration. I need to test quite a bit more, of course, and be more aware of surroundings since I am closer to the fight...but I don't think its an end of the world / sky is falling mistake. It may even make me bring the herder out some more while I continue to test.
Stinkyweed SH.86
Prowl WE.85
Blob Chop.82
Babaganoush Sham.7x
Negative Creep Z.5x
Motley Crue WH.5x
Scratch WL.3x
Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo
Prowl WE.85
Blob Chop.82
Babaganoush Sham.7x
Negative Creep Z.5x
Motley Crue WH.5x
Scratch WL.3x
Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo
Re: Patch Notes 27/11/2020
Saw these patch notes and decided to dust off the old SH. It was my first 40 on RoR and i enjoyed leveling it up a lot (back then there were still T2-3 lakes separately and Big Shootin' was king).
This is not the opinion of someone who mains SH, but I was looking forward to the upcoming rSH changes. So at first glance, to me, it looks like:
Pets are getting some pretty big changes too. Thankfully this came as their survivability has been buffed.
Overall a mixed bag for the SH, imo. Sharpened Arrers is good, and we got our stun from a pet ability to one we control ourselves. A lot of caster supression has been made core (Silence, range debuffer, interrupt). But I don't see the Shootin' Wif Da Wind falling well with any rSH mainer. Thanks to the new tactics Quick Shootin does more damage, but the range nerf is a big price to pay for a class renown for breaking on impact with a lady bug. This makes Invader set + Gas Squig mandatory to get to at least 80 feet range. A bit more survivability has been given to us (Tastes like Chicken changes) but I doubt any rSH actually embraces this change happily.
All the aoe has been removed (ok, no big loss, ha ha) and I don't really see Explodin' Arrer having the impact expected. AoE punts have never been received with cheers by organised warbands and in the pug RvR world I see it having potential to be a ranged GTDC (giving out free immunities to the enemy (although it is fun to make the casters fly randomy )). This change has also made Big Shootin' feel clunky and broken to me, as there is no big finisher to top off your (potential) burst from Plink and Poison Arrer spam.
I see a lot more focus is being placed on using our pets. Ok. I think it's a good idea, especially if we keep tweaking pet survivability. SHs have one problem however. We don't have a pet heal. To my knowledge, this is the only case among all the pet classes in the game. It feels on par as tanks and their core archetype abilities (guard, challenge etc.) so imo it should be added sooner rather than later.
In my opinion rSH balance is not over and should be monitored closely. The damage has been increased but the role is spottier than ever. Why would you want a rSH in your warband? No AoE (except an AoE punt ), weak debuffs (yeah we have heal debuff, but almost every dps class and their tanks have heal debuffs). Can harass some casters but that's about it, and only one at a time. And i'm not sure the damage is there to justify them as dps in the ST group (would like to see some numbers from a rSH in war/sov). In fact, that's the only place I can see a Quick Shootin rSH shine, if played properly and very well geared. But more classes fighting over the few spots in the ST group is no way to go.
This is not the opinion of someone who mains SH, but I was looking forward to the upcoming rSH changes. So at first glance, to me, it looks like:
- Shoot Thru Ya now a morale. I like that. It's a good strong dmg morale.
- Behind Ya! now core. 'Kay. Mixed with the new tactic I can see it being good. Almost two finishers now (this + Finish 'Em Off). Positional though so not always available.
- Red Tipped Arrer. Interesting. Basically it seems to me we're meant to be caster harassers (range silence, range interrupt, 75% range debuff).
- Finish 'Em Off. Oh wow. There goes my favorite Big Shootin' build (which handled fairly well in oRvR). *sigh* Maybe Explodin' Arrer's good.
- Shootin' Wif Da Wind. Of course there are very few cases when you argue you didn't want a tactic to change to extra crit and dmg. This is great. Problem is it replaces a tactic that was core to how rSH were played. So far I don't see any big gains to justify such a big gutting.
- Da Waaagh Iz Strong. Went from 'ehhh' to 'mehhh'. If it's capped at once a second I don't know how that can be useful in any way. Even if it wasn't it sounds pretty weak for a tactic slot.
- Splinterin' Arrer removed. Feels a bit harsh. I don't wanna go through this again, but this was the little aoe SH had.
- Shootin' Quicka. Ok so just to make it clear; no more AoE for rSH. The very, very little it did before, no more. That said this is not too bad. 50% autoattack.
- Shrapnel Arrer core. Ok. Again, really feels like we're being given a "sign" to go for the casters.
- Not so Fast! ranged stun, always good.
- Explodin’ Arrer. Not sure. Tried it. To start with, everyone in organised WBs now how situational aoe punts are (and how much they can ruin a plan if used poorly). The punt itself is very small (if you wanna push someone off a cliff make sure they're in 4 feet or less from it). It might be interesting to see it in action during a fort attack, but i don't think i'll be playing SH enough to try it out this way.
- Sharpened Arrers. Very good imo. Low enough to be in any ranged spec, i see it becoming a must-use tactic in time for rSH.
Pets are getting some pretty big changes too. Thankfully this came as their survivability has been buffed.
- Basic Squig. 25% chance on hit to get 50% of that on your squig (basically a personal guard) would be great, if SH could survive that many hits to begin with. I can see this having potential with some tweaks (reduce % but have it always; a personal guard).
- Horned Squig. 10% parry strikethrough. Cool, i guess. Still don't see replacing my spiked or gas squig. Maybe a 5% less chance to be defended overall would've made me seriously consider it.
- Gas Squig. Now that Shootin' Wif Da Wind has been... changed, i will probably keep this bad boy next to me 24/7. Also Spore Cloud now heals on frenzy? that sounds cool pretty cool; i can see it being added to a SHs rotation if they can handle the extra buttons.
Overall a mixed bag for the SH, imo. Sharpened Arrers is good, and we got our stun from a pet ability to one we control ourselves. A lot of caster supression has been made core (Silence, range debuffer, interrupt). But I don't see the Shootin' Wif Da Wind falling well with any rSH mainer. Thanks to the new tactics Quick Shootin does more damage, but the range nerf is a big price to pay for a class renown for breaking on impact with a lady bug. This makes Invader set + Gas Squig mandatory to get to at least 80 feet range. A bit more survivability has been given to us (Tastes like Chicken changes) but I doubt any rSH actually embraces this change happily.
All the aoe has been removed (ok, no big loss, ha ha) and I don't really see Explodin' Arrer having the impact expected. AoE punts have never been received with cheers by organised warbands and in the pug RvR world I see it having potential to be a ranged GTDC (giving out free immunities to the enemy (although it is fun to make the casters fly randomy )). This change has also made Big Shootin' feel clunky and broken to me, as there is no big finisher to top off your (potential) burst from Plink and Poison Arrer spam.
I see a lot more focus is being placed on using our pets. Ok. I think it's a good idea, especially if we keep tweaking pet survivability. SHs have one problem however. We don't have a pet heal. To my knowledge, this is the only case among all the pet classes in the game. It feels on par as tanks and their core archetype abilities (guard, challenge etc.) so imo it should be added sooner rather than later.
In my opinion rSH balance is not over and should be monitored closely. The damage has been increased but the role is spottier than ever. Why would you want a rSH in your warband? No AoE (except an AoE punt ), weak debuffs (yeah we have heal debuff, but almost every dps class and their tanks have heal debuffs). Can harass some casters but that's about it, and only one at a time. And i'm not sure the damage is there to justify them as dps in the ST group (would like to see some numbers from a rSH in war/sov). In fact, that's the only place I can see a Quick Shootin rSH shine, if played properly and very well geared. But more classes fighting over the few spots in the ST group is no way to go.
SW, Kotbs, IB, Slayer, WP, WL, SM, Mara, SH, BG
- whitebeardcz
- Posts: 20
Re: Patch Notes 27/11/2020
SoR... For me this is worst change in this patch. SoR was usefull, for smaller guilds very usefull. If you don´t have the chance to communicate with bigger ones, then you simply look at SoR and you know what to do. Now it is about searching for enemy. Couple of minutes just running and searching and wondering, if Iam really in active zone or not. For no lifers and nerds may be super, but for someone, who wants to log for couple of minutes and to play intensivly rvr, this is disadvantage and not a good change.
Gudmunnd Silverbeard, RR81 dwarf engineer
Guudmund Bronzebeard, RR60+ dwarf slayer
Guudmundia, RR40+ human bright wizard
Guudmund Bronzebeard, RR60+ dwarf slayer
Guudmundia, RR40+ human bright wizard
Re: Patch Notes 27/11/2020
Just checking, has the career builder been fully updated? It looks like most of the SH changes have been made but I don't know all the other classes well enough to know if they're up to date. It only claims to be current as of three months ago (09/02, unless that means February in which case it's even worse), makes me leery of trusting it too much.
Re: Patch Notes 27/11/2020
You guys are so disconnected from the actual conversation about rSH tweaks. None of the most experience players even proposed AoE changes to QS because it is understood that SH has in on their Boucin' Mastery. It seems that you are purposely focusing on the rant of a few lowbie SH complaining they are not SWs.Onigokko0101 wrote: ↑Sat Nov 28, 2020 3:47 pm The problem is Destro really has ONE good and viable ranged AoE and thats Magus. Its been gone over again and again on the forums, but Sorc's long range AoE is pitiful, and most of its AoE is mid-close range.
Furthermore, why is there an issue with giving Destro another viable ranged AoE? because they have 3 melee AoE? Why not give Order a third melee AoE in that case.
Its weird to me to have such a glaring difference between realms, as its not even about class identity/balance or whatnot. Let both realms have equal footing on ranged/melee
What it is trying to be done is to tone down QS damage and give it a longer range back in different alternatives (this could also work for SWs just FYI) or to make certain tactics that increase damage a negative effect such as lowering the range (so you have a similar situation to SW with their AoE and less range tactic).
Don't take it personal guys and don't get distracted by people asking for a mid range AOE SH, that is not the right way to go and it is not what is been tried to get accomplish.
If you want to know about the recommendations Jurki gave before the rework you can read them here viewtopic.php?f=15&t=42380
[BG] Amelios RR8X
[SH] Gittens RR8X | [SHM] Moquito RR 6X
[IB] Ambiorix RR 7X
[KOBS] Quarterback RR7X
[SH] Gittens RR8X | [SHM] Moquito RR 6X
[IB] Ambiorix RR 7X
[KOBS] Quarterback RR7X
- catholicism198
- Posts: 1092
Re: Patch Notes 27/11/2020
Hybrid specs will never be viable outside of questing, as you are severely gimping yourself by going hybrid.Grunbag wrote: ↑Sat Nov 28, 2020 1:04 pmSquig armor ignore global cooldown like all stance so you don’t need to waste any GCD. You have tool to get instant back jump if you’re not safe .Snigz wrote: ↑Sat Nov 28, 2020 12:35 pm
Sorry but seems you were not really playing the mSH class. It is an interesting thought to constantly switch and enhance the gameplay, I like that. But this patch is far from enabling that.
I have to give a gcd to come out apply the interrupt. Most cases you will already miss the interrupt, then the 5cd on squig armor is not finished so I have to wait plus an other gcd to get back.
For what? what skill I get that is useful and worth to come out while specced to the melee tree with tactics?
Can not spec rotten even after 70+ if I would like to have my melee spells lol.
I could do choking or shrapnel and some st shooting while being way more vulnerable. And I dont have a squig because I need ABM to be viable. Get rid of that and you gut the squig aoe dmg. So again, really no sense to come out and switch in cities or other open rvr wb fights for mSH. I can see some roaming small scale hybrid build where you can utilise this switching more. But not in main aoe melee spec.
Thats why I feel this patch is not really thought through.
The goal is not to make hybrid spec viable in all aspect of the game , just make it possible as it wasn’t before .
We will continue to focus on making pet viable and fix the survivabilty issues , and probably get rid of ABM / loner after that. Pet career having to remove its pet to be viable makes no sense. But we can’t fix all pet design issue in one try.
While gear stats can flip between melee and range, mastery bonuses and renown points do not, which results in poor stat distribution and reduced effectiveness in every role.
All these changes have done is force a ranged archetype to go melee. Yes, squig herders are 100% meant to be the ranged archetype for greenskins, not melee.
With regards to the "uselessness" or redundancy of the moral (soothing mushrooms,) changing the effect would have been a better choice than removing.
I'm all for making some changes, heck, I even suggested the horned squig change years ago, but while theory-crafting can be fun, it is rarely effective when discussed with people in a vacuum.
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Re: Patch Notes 27/11/2020
Completely agree, AOE is not what the rSH needs. That 65ft range is so brutal! Got to test it today, I had such a rough time. Half the abilities are 65ft the others are 100ft which screws up my rotations every time. Moving Finish em off to that tree hurts even more.Brutinho wrote: ↑Sun Nov 29, 2020 1:30 amYou guys are so disconnected from the actual conversation about rSH tweaks. None of the most experience players even proposed AoE changes to QS because it is understood that SH has in on their Boucin' Mastery. It seems that you are purposely focusing on the rant of a few lowbie SH complaining they are not SWs.Onigokko0101 wrote: ↑Sat Nov 28, 2020 3:47 pm The problem is Destro really has ONE good and viable ranged AoE and thats Magus. Its been gone over again and again on the forums, but Sorc's long range AoE is pitiful, and most of its AoE is mid-close range.
Furthermore, why is there an issue with giving Destro another viable ranged AoE? because they have 3 melee AoE? Why not give Order a third melee AoE in that case.
Its weird to me to have such a glaring difference between realms, as its not even about class identity/balance or whatnot. Let both realms have equal footing on ranged/melee
What it is trying to be done is to tone down QS damage and give it a longer range back in different alternatives (this could also work for SWs just FYI) or to make certain tactics that increase damage a negative effect such as lowering the range (so you have a similar situation to SW with their AoE and less range tactic).
Don't take it personal guys and don't get distracted by people asking for a mid range AOE SH, that is not the right way to go and it is not what is been tried to get accomplish.
If you want to know about the recommendations Jurki gave before the rework you can read them here viewtopic.php?f=15&t=42380
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- Posts: 11
Re: Patch Notes 27/11/2020
Dont worry. Look for open warbands and see where they are, or look for areas that have some AAO and you'll be in the action in no time. There's even a t4 chat channel where you can ask anyone where the action is at. This isnt even a minor inconvenience. Take a minute of your time communicating with your faction or making a modest effort to click a few buttons and you'll see there's nothing worth complaining about.whitebeardcz wrote: ↑Sat Nov 28, 2020 8:02 pm SoR... For me this is worst change in this patch. SoR was usefull, for smaller guilds very usefull. If you don´t have the chance to communicate with bigger ones, then you simply look at SoR and you know what to do. Now it is about searching for enemy. Couple of minutes just running and searching and wondering, if Iam really in active zone or not. For no lifers and nerds may be super, but for someone, who wants to log for couple of minutes and to play intensivly rvr, this is disadvantage and not a good change.
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