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ismetto
Posts: 154
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Re: Choppa

Post#21 » Thu Jun 27, 2024 1:40 pm

Bozzax wrote: Thu Jun 27, 2024 1:56 am Here is the problem Ismetto has played this game since launch and was a reliable choosen and perform well on sorc (i know bc I' was always happy to see Laft on or his alts my team). Read what he writes bc if you start losing players like him this server is done long term.
Spoiler:
We all know there are an elite 6v6 population but they are about 5-10% of the player base and they have ranked to play mostly slayers, mdok, mwp, zele, rp, knighits, bg and, sm, chosen, ib since those are really the “I win classes”auto classes”.
Players are quietly leaving the game. I'm trying my luck; today I soloed into an SC with my Mara and there was a premade in Destro. On Order, there was a ranged DPS premade. Every time we tried to push, we had to pull back to avoid dying, of course. There was a Choppa in the premade who rage quit and left. Because it's impossible to progress, there are 2 BWs / 3 SWs / 1 Engi on the opposite side. Their tanks are protecting the front lines, you can't push. When you try to push, their tanks throw the Choppa away, out of Guard range, and naturally, the guy died twice and then left the game... That's the situation. I won't write or say anything more. Sorry for bothering you guys..
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Nameless
Posts: 1417

Re: Choppa

Post#22 » Thu Jun 27, 2024 2:52 pm

The game was/is heavy melee centric so there is no harm to have some game environment where range matters. And range setups matters only on certain maps and if you got competent tanks, otherwise is massacre that could be seen very often when order side got no frontline whatsoever and is full with heal and rdps.
Mostly harmless

K8P & Norn - guild Orz

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ismetto
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Re: Choppa

Post#23 » Sat Jun 29, 2024 2:19 am

Nameless wrote: Thu Jun 27, 2024 2:52 pm The game was/is heavy melee centric so there is no harm to have some game environment where range matters. And range setups matters only on certain maps and if you got competent tanks, otherwise is massacre that could be seen very often when order side got no frontline whatsoever and is full with heal and rdps.
Based on Melee Crit, there's no effect of Damage Bonus relative to ignored armor! Let's say you bypassed FS with a crit, ignored the armor, there's no damage! I haven't played Choppa or Mara or others for three days. I've been in the game for a long time, you know. People are misled by the damage reflected on the scoreboard from AOE. So, why did I go through all that trouble? Rings, quests, sets, or crests... There's no difference between a character with Renown over 80 and a character with Renown 60.

You get that thrill or sensation from range DPS characters. You hit the opponent with three abilities, and with the fourth ability, the target suddenly gets obliterated (of course, this changes based on the opponent's group and situation). If a Tank with 3 FS takes over 1K damage from a WP, then a Choppa should deal 2K! Otherwise, why should we play it? Of course, groups or premades will have an impact and change the situation, I have no complaints about that.

Seven out of ten new players open characters on the destro side. The player quality on the Order side is already higher, like the other day we were in Gunbad, and the Tank kept dying. I asked him what he spent his Renown Points on. He listed tactics or skills from the tree. Then I helped him adjust his Renown Points, and we finished Gunbad. The guy has surpassed Renown Point 40, and he has no idea about Renown Points.

-Tanks on the destro side still don't know how to Guard or switch guards.
-They don't know what Futile Strike is.
-They don't know they need to push the enemy Tank away.
-They don't carry a shield in their bag just in case there's range DPS on the other side. If they opened "Hold The Line" and walked, we could push comfortably.

During the New Year holiday, many people took a break, and many old players haven't returned. Patches came on top of that, and some players quit the game. I write what I see. Enter the destro side and you’ll understand the situation; you know I have never been an Xrealmer. I've never thought of playing on the stronger side. People join the game, control 1/2 SC, see that the destro side is full of pugs, and switch to the Order side. Then they keep /emoting me saying they are players :) For two days, destro hasn't been able to bring out a premade. There are no players, and those who are, are clueless about the game. They are hanging out at BOs / doing PVE in SCs.

Anyway... Regards.
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Bergbart
Posts: 54

Re: Choppa

Post#24 » Sat Jun 29, 2024 7:11 am

So I also have a Chop on rr 79 a Baby Slayer rr 54 and sw rr71, so the nerf on Id with the Slayer is hard, I would have only given it 10 sec cooldown to prevent it from removing the cooldown itself.
The nerf on the Aoe Channel makes sense to me, but it hits the Dwarf harder than the Choppa, because the Choppa still has Gtdc and Furios Stompin, which he can fire at the same time quite easily (no target and such).

Here now my suggestion leave the cooldown of Id like this but reduce the ap cost and let the part definitely tick 6 or 8 sec not random something between 4 and 8 sec. It also works 10 sec cooldown and a definite 6 sec tick.

Yes, the Choppa and Slayer problem with the mechanics ..... actually have 2 quite good utilities but they are hidden behind the mechanics, i.e. exhaustive blows.
You can solve this by playing with crap tactics, but it doesn't really feel good.

Here my suggestion you remember the old tactic Pent up Rage before the rework every 4 a staple in the Rage mechanic whereby you only consume 33% Rage (consumes a staple after ability use).

Now make them Core..always active for Slayer/Choppa that would solve the problem with the utility and durability of the orc/dwarf without much programming effort so I think they would be solo and Smallscale more than viable again because they now have access to their utility without constantly pushing their damage to 0.

I think it would also bring new wind into the classes because the art is then to dance between red and yellow or to push everything to green at the right moment because you burn away all 3 stacks (possibly with a penalty: 3 stacks consumed in a row gives a movement speed or Ap reg debuff 5 sec "exhaust").

Otherwise for the 2h tree
give the dwarf/choppa(one of both) in axe throw 65 ft throws an axe (damage like a normal attack or better) 3 sec slow
or an Charge 3 sec 60% movement speed that pushes you into red/yellow and is stunbreak

Are of course 13 pt abilities

You could also discuss an armor debuff for one of the 2 (Cant stop da chop was originally one) would also fit into the 2 hand concept.
Or a finisher with armor ignoring component would also fit into the 2 H spectrum

my 2 cents

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Speedyluck
Posts: 104

Re: Choppa

Post#25 » Thu Jul 04, 2024 8:22 am

just look at killboard, its heavy range dominance.

Dackjanielz
Posts: 333

Re: Choppa

Post#26 » Thu Jul 04, 2024 9:25 am

Speedyluck wrote: Thu Jul 04, 2024 8:22 am just look at killboard, its heavy range dominance.

Ive completely given up playing melee on order, its horribly unenjoyable going near destro with one.

Ranged is the only way to have actual fun here.

Ashoris
Posts: 406

Re: Choppa

Post#27 » Thu Jul 04, 2024 10:04 am

ismetto wrote: Sat Jun 29, 2024 2:19 am
-Tanks on the destro side still don't know how to Guard or switch guards.
-They don't know what Futile Strike is.
-They don't know they need to push the enemy Tank away.
-They don't carry a shield in their bag just in case there's range DPS on the other side. If they opened "Hold The Line" and walked, we could push comfortably.
There are no players, and those who are, are clueless about the game. They are hanging out at BOs / doing PVE in SCs.
Anyway... Regards.
this Thread heavily switches between class imbalance and Player bashing.

First of all you are right that a certain understanding of the game is neccessary to play mdps vs good rdps. But that is always true for playing vs good Players.
on 2nd note every situation where a single Player runs into a crowd of other dps without support is bad it does not matter if its mdps or rdps :)
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Everdin
Posts: 742

Re: Choppa

Post#28 » Fri Jul 05, 2024 8:29 am

ismetto wrote: Sat Jun 29, 2024 2:19 am
Nameless wrote: Thu Jun 27, 2024 2:52 pm The game was/is heavy melee centric so there is no harm to have some game environment where range matters. And range setups matters only on certain maps and if you got competent tanks, otherwise is massacre that could be seen very often when order side got no frontline whatsoever and is full with heal and rdps.
...

Seven out of ten new players open characters on the destro side. The player quality on the Order side is already higher, like the other day we were in Gunbad, and the Tank kept dying. I asked him what he spent his Renown Points on. He listed tactics or skills from the tree. Then I helped him adjust his Renown Points, and we finished Gunbad. The guy has surpassed Renown Point 40, and he has no idea about Renown Points.

-Tanks on the destro side still don't know how to Guard or switch guards.
-They don't know what Futile Strike is.
-They don't know they need to push the enemy Tank away.
-They don't carry a shield in their bag just in case there's range DPS on the other side. If they opened "Hold The Line" and walked, we could push comfortably.

...
Anyway... Regards.
I don't see any differences here on both sides, people refuse to guard, throwing out 2 hots and think it is enough healing for a sc, target the shielded tank while there are squishy dps or healers right beside them. Not saying these are all bad players, but it got to comfortable getting rewards for no effort. Make winning and playing your class good more rewarding and people will again put effort in it, or at least put some effort in learning how to play.
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Cyrinael
Posts: 35

Re: Choppa

Post#29 » Fri Jul 05, 2024 11:45 am

ismetto wrote: Wed Jun 26, 2024 11:28 pm
CyunUnderis wrote: Wed Jun 26, 2024 9:46 pm
ismetto wrote: Wed Jun 26, 2024 9:33 pm Furious Choppin' - If the target changes direction or the angle is lost during the 5.0s cast time, the ability becomes ineffective.
What about snares, KD or other controls (provided by you or your team) that can help you cast your full channel ?

Channels, at the moment, are strong abilities because of their ticks frequency. They can also make you burst by synchronising a tick of channel and your next AA swing.
What character are you playing?
Interesting conversation technique, where you mainly evaluating who responds to your arguments instead of what the arguments contains. Btw. I think Juppee is 100% right. If your channel gets interrupted by movement of the target, it's mostly on your team to position or cc accordingly.

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Hazmy
Former Staff
Posts: 369

Re: Choppa

Post#30 » Fri Jul 05, 2024 11:56 am

Hey all,

A quick eminder to please keep it civil and avoid being rude to others, keep to the topic.

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