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Patch Notes 11/07/2024

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Yogen82
Posts: 34

Re: Patch Notes 11/07/2024

Post#21 » Thu Jul 11, 2024 3:03 pm

Yogen82 wrote: Thu Jul 11, 2024 9:29 am
And i hope, no more SW, WE, WH teleporting.
Actually I had problems only with the SH jump. None with WE, SW or WH.
That aside, I still wait for the miraculous day when they address WL's pet path and speed (it's insulting), LoS of SH pet & mara pull through dimensions.
Also making equal the BG vs IB obtaining resources and the "loner" tactic, both things are basic mechanics working differently favouring destro.
What's wrong with the WL pet's speed?

What is wrong with the Loner tactic?

The IB vs BG resource gain differences were recently addressed in the May 3rd balance patch. If you disagree with the results of that patch feel free to make a forum post suggesting a better alternative.
[/quote]

Are u for real?
Everything is faster than the WL's pet, even using Training Speed. You spend 1 tactic slot for nothing. Sometime ago the pet had adecuate speed, but seems destros don't like to get pulled while abusing the OP Mara pull and suddenly the lion has turtle speed.

The loner tactic grants both characters (WL & SH) 25% more of damage when without pet, but WL CAN'T summon pet if he wants, so he looses a lot of skills that MAYBE the player wants to use; in the other hand the SH CAN summon his pet and use the skills that need it if he wants (sprint, heal, etc.).
It's just not fair, same bonus but order character can't summon his pet but destro character can.

And in the Balance patch they change the ratio of generating resource, but still is unfair by concept. IB MUST be hit to generate, BG generates if hit and when he hits. Simply unfair again.

Basic mechanics common to both realms should work equally.
(Sorry for the wrong quote, not used to forums
Last edited by Yogen82 on Thu Jul 11, 2024 3:08 pm, edited 1 time in total.

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Amakusa
Posts: 102

Re: Patch Notes 11/07/2024

Post#22 » Thu Jul 11, 2024 3:05 pm

Hugatsaga wrote: Thu Jul 11, 2024 2:48 pm
Alubert wrote: Thu Jul 11, 2024 1:09 pm
Garamore wrote: Thu Jul 11, 2024 9:14 am I like the 10 second change but the other changes of removing guards and the existing barriers are just catering to people who want to farm people till they quit. The old way on the live server of no barriers and active guards meant that if you were out matched there was a chance to do something and it forced the winners to do the objectives. Now it will be stay in spawn, get quitter, log off, quit RoR for most puggies. It’s clear people don’t want matched fights from the spectacular ranked 6v6 failure that less than 5% play. Why push scens in that direction.
100% agree
Yes agree as well. SC guards in scenarios where they existed prevented premade/stronger team from farming pugs/weaker team relentlessly and were also occasional comeback mechanic and with them gone scenarios are even more snowball-ey & unfair. Oh well at least leaving scenarios is still legal (for now). :roll:

This will probably get deleted but fact of the matter is that there is certain dev + guild leader of the said dev duo who have been campaigning this for long time. Unfortunately these kind of things can happen in private servers: few people in position of power can make the game worse for everyone else and they will as long as they get to have fun.
100% This.
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Culexus
Posts: 265

Re: Patch Notes 11/07/2024

Post#23 » Thu Jul 11, 2024 3:29 pm

Garamore wrote: Thu Jul 11, 2024 9:14 am I like the 10 second change but the other changes of removing guards and the existing barriers are just catering to people who want to farm people till they quit. The old way on the live server of no barriers and active guards meant that if you were out matched there was a chance to do something and it forced the winners to do the objectives. Now it will be stay in spawn, get quitter, log off, quit RoR for most puggies. It’s clear people don’t want matched fights from the spectacular ranked 6v6 failure that less than 5% play. Why push scens in that direction.
Spot on.
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kirraha
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Re: Patch Notes 11/07/2024

Post#24 » Thu Jul 11, 2024 4:04 pm

I rly hope guards will be removed completely from SCS and replaced with barriers only. The annoyance of getting killed by a guard as a healer cause ally dps apply aoe dot that hits players in spawn is rly frustrating and broken. It has not been working well at all with guards in scs. In some scs guards attack you for no reason, in other they will not attack even if you standing on top of them as long as you don't hit them, but st kill players in spawn. Gates of Ekrund is a good example where guards work on one side, and not at all on the other.

I give an example of sc where guard inside destro spawn aggro on healers who hot dps attacking players outside the spawn. This is not working well in my opinion. Getting killed as a healer for healing your team who dont even attack players sitting inside spawn. Get rid of the useless guards, add barriers in ALL scs to prevent players run inside spawn, healers aoe heal from inside spawn and much more.

https://www.youtube.com/watch?v=jKZEv5RPVdU

I do approve forcing ppl not siting in spawn, not sure about a free m4 boost as ppl calling it.
I can see that ppl dont like getting farmed in scs cus they need some out of spawn to avoid quitter, but tbh I dont know how to break the helplessness mentality of player quitting after one wipe or some even before a first fight cause they see a premade in it.

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wonshot
Posts: 1193

Re: Patch Notes 11/07/2024

Post#25 » Thu Jul 11, 2024 4:51 pm

The 30sec idle in scenario warcamp, i assume that timer only starts when the scenario is ongoing. Because sometimes if you join discordants and its 2v2 the starting timer is more than 30seconds. so hopefully the early birds to click join, are not then getting kicked out as scenario is ticking down to begin? :D

Also is the idle debuff removed from leaving spawn or getting in combat. i can see some issues with someone crashing on loadscreen, loading back in and if combat is too far from your spawn then you might get kicked as idle in case you need to get in combat within 30seconds.
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leftside
Posts: 19

Re: Patch Notes 11/07/2024

Post#26 » Thu Jul 11, 2024 5:09 pm

Garamore wrote: Thu Jul 11, 2024 9:14 am I like the 10 second change but the other changes of removing guards and the existing barriers are just catering to people who want to farm people till they quit. The old way on the live server of no barriers and active guards meant that if you were out matched there was a chance to do something and it forced the winners to do the objectives. Now it will be stay in spawn, get quitter, log off, quit RoR for most puggies. It’s clear people don’t want matched fights from the spectacular ranked 6v6 failure that less than 5% play. Why push scens in that direction.
Spot on.

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Akalukz
Posts: 1822

Re: Patch Notes 11/07/2024

Post#27 » Thu Jul 11, 2024 5:55 pm

kirraha wrote: Thu Jul 11, 2024 4:04 pm I rly hope guards will be removed completely from SCS and replaced with barriers only. The annoyance of getting killed by a guard as a healer cause ally dps apply aoe dot that hits players in spawn is rly frustrating and broken. It has not been working well at all with guards in scs. In some scs guards attack you for no reason, in other they will not attack even if you standing on top of them as long as you don't hit them, but st kill players in spawn. Gates of Ekrund is a good example where guards work on one side, and not at all on the other.

I give an example of sc where guard inside destro spawn aggro on healers who hot dps attacking players outside the spawn. This is not working well in my opinion. Getting killed as a healer for healing your team who dont even attack players sitting inside spawn. Get rid of the useless guards, add barriers in ALL scs to prevent players run inside spawn, healers aoe heal from inside spawn and much more.

https://www.youtube.com/watch?v=jKZEv5RPVdU

I do approve forcing ppl not siting in spawn, not sure about a free m4 boost as ppl calling it.
I can see that ppl dont like getting farmed in scs cus they need some out of spawn to avoid quitter, but tbh I dont know how to break the helplessness mentality of player quitting after one wipe or some even before a first fight cause they see a premade in it.
Spoken like part of the problem. Why in the world are you at the spawn? Does not each Scenario have an objective to do?
-= Agony =-

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Nameless
Posts: 1417

Re: Patch Notes 11/07/2024

Post#28 » Thu Jul 11, 2024 6:03 pm

kirraha wrote: Thu Jul 11, 2024 4:04 pm but tbh I dont know how to break the helplessness mentality of player quitting after one wipe or some even before a first fight cause they see a premade in it.
That is easy, and had be done on live servers.

Remove barriers and bring guards that when kill give renown at nearby friendly characters. So the weaker side could got save spot for healers and rdps which somehow will balance the premade supremacy (at least will make weaker side try to fight). And if u dont want to die to guards, go and do the objectives. After all scens are not for killing players but do scenario objectives.
But hey keep buffing hopeless warcamp farmfest
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leftayparxoun
Posts: 325

Re: Patch Notes 11/07/2024

Post#29 » Thu Jul 11, 2024 6:37 pm

Yogen82 wrote: Thu Jul 11, 2024 3:03 pm Are u for real?
Everything is faster than the WL's pet, even using Training Speed. You spend 1 tactic slot for nothing. Sometime ago the pet had adecuate speed, but seems destros don't like to get pulled while abusing the OP Mara pull and suddenly the lion has turtle speed.

The loner tactic grants both characters (WL & SH) 25% more of damage when without pet, but WL CAN'T summon pet if he wants, so he looses a lot of skills that MAYBE the player wants to use; in the other hand the SH CAN summon his pet and use the skills that need it if he wants (sprint, heal, etc.).
It's just not fair, same bonus but order character can't summon his pet but destro character can.

And in the Balance patch they change the ratio of generating resource, but still is unfair by concept. IB MUST be hit to generate, BG generates if hit and when he hits. Simply unfair again.

Basic mechanics common to both realms should work equally.
(Sorry for the wrong quote, not used to forums
Thanks for the answer and no worries about the formatting.
I went and tested some stuff to make sure about the stuff I write now:

WL pet base speed is the same as a player. It can be boosted in two ways that don't stack with each other.
The first one is the 50% Charge! that the WL has (7 s duration 30 s cd).
The second one is the Speed Training tactic, also for 50% speed bonus on pet, but permanently.
50% bonus speed is equal to the bonus enemies get while a) under Charge! (if mdps) b) Using the lvl 16 mounts or c) being under the Sov Speed bonus.
Pet should be perfectly able to catch any non-mounted enemy, even if they are fleeing. If you observe the opposite then you might have found a bug.

The second point you raise is fair, however when going beyond the tactic itself I can probably make a guess as to why that is:
Currently WL has a 1 s cast on the Pet summon that is able to be performed on the move. SH on the other hand has a 2 s cast that requires them to be stationary. So this can be potentially considered to be the tradeoff. I personally wouldn't be opposed to seeing the WL have that exception removed from Loner tactic but with the tactic itself adding harsher pet spawn requirements (longer casttime, stationary requirement).

Finally. For the BG vs IB differences. First let's examine the differences exactly:
- When hit: IB --> 5 Grudges vs BG -->10-5-3 Hate (0-29 Hatred; 30-59 Hatred; 60-100 Hatred)
- When hitting: IB --> 0 Grudges vs BG --> 5 Hate
- When Oathfriend/Darkprotector gets hit: IB --> 10-5-3 Grudge (0-29 Grudges; 30-59 Grudges; 60-100 Grudges) vs BG --> 5 Hate
As is evident the BG has an extra source of resource generation when hitting. However, in terms of reliability I would say that:
ally being hit > hitting >> getting hit
So IB having the stronger generation being on the most reliable/frequent source of generation somewhat offsets his lacking of on-hit generation.
Not only that, but IB has also stronger ability and tactic options of resource generation compared to BG:

IB abilities: Runick Shield (on getting hit by Sorcs/Maguses/Shamies, +15 per hit), Shield Sweep (on hit, up to +50)
BG abilities: None Shall Pass (on getting hit, +5 on block), Enraged Beating (on hit, +10/crit)

IB tactics: Rising Anger (on hit, +5 every hit), Dwarven Reposte (on getting hit, +30 on parry)
BG tactics: Thirst for Death (on hit, +10 per crit), Simmering Anger (on getting hit, +10 on being crit) and (while they are not resource gain related, they help on resource management) Efficient Slaughter (-5 Hate cost on all abilities needing Hate) and Monstrous Ruin (-10 Hate cost on Monstrous rending, the ''spammable'' AOE)

Overall, I'd say that for wb tank builds the IB has the edge over BG when it comes to resource generation, while BG shines more in small scale and in 2H builds where they can play around crit.
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Aethilmar
Posts: 758

Re: Patch Notes 11/07/2024

Post#30 » Thu Jul 11, 2024 7:04 pm

Add me to the folks that will take a 10 minute hit rather than feed a premade (or a double for that matter). The damage buff will do nothing except get them to back off for a few seconds then swoop back in for a kill.

The natural counter to a powerful premade has always been making them move and/or split up. However, there has been a long-term trend of dumbing down scenario objectives and/or forcing folks into funnel points so you basically have to always fight the full premade in a specific spot.

This new defensive buff will do nothing to change the SC outcome except in the very limited cases where the defeated folks are just barely losing.

TL;DR: This change is at best misguided and at worst a cynical way to allow folks that like to farm more kills until the victims figure out its just Same Stuff, Different Day and go back to their old (sporadic) queuing habits.
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