[PTS] Patch Notes 16/08/2024

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Lion1986
Posts: 488

Re: [PTS] Patch Notes 16/08/2024

Post#161 » Mon Aug 19, 2024 4:50 pm

Adelmar wrote: Mon Aug 19, 2024 4:05 pm
Lion1986 wrote: Mon Aug 19, 2024 3:58 pm
Fenris78 wrote: Mon Aug 19, 2024 3:52 pm And you now give players a real choice between keeping high armor penetration and lower parry, and getting more defensive at the cost of damaging potential.
you cannot have everything with 1 stat. that was a wise decision that i support from devs.
By that logic then, you must agree that new Initiative, giving 3 secondary stats compared to all other stats' 2, is a stat that has too much?
I agree. The devs, as stated, pumped it because no one was considering it. I t is not an eternal change and might change again.
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Drakarianprince
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Re: [PTS] Patch Notes 16/08/2024

Post#162 » Mon Aug 19, 2024 5:22 pm

Would it not be better to Buff the Magus istead of nerfing the sorc? in my opinion if you make the magus better to be a more relyable asset to a WB!

what63
Posts: 187

Re: [PTS] Patch Notes 16/08/2024

Post#163 » Mon Aug 19, 2024 6:22 pm

Fenris78 wrote: Mon Aug 19, 2024 12:38 pm
Edennae wrote: Mon Aug 19, 2024 9:24 am
Bright Wizard & Sorcerer

- Critical Damage bonus from Combustion & Dark Magic lowered from 10% - 20% - 40% - 80% - 100% to 10% - 20% - 35% - 70% - 85%.
what's that nerve with the raised finger?
They just realized since now Disrupt chances are close to zero for 90% of players, BW/Sorc hitting with 100% of their skills everytime could be a bit too much burst.

Problem is instead of globally adjusting natural avoidances, they continue to nerf them even more, and in the process hit classes wich never were problematic to begin with. Called ripple effect.

All the issues we are seeing here (sham/SH kings of roaming, sorc/BW obliterating people, and globally ranged DPS reigning supreme) are born from the overabundance of strikethrough capabilities, last of them being adding another one to offensive stats, for free, without accordingly scaling defensive stats.

Supposedly OP Parry bonus from WS wont be an issue with better scaling, why not put it to 2% per 100 points, instead of the 3% / 100 we got now ?

Why not upping dodge and disrupt to at least 4% per 100 points to make up for the inability to pump high numbers to those stats ?

Even better, why not reverting to a scalable system where everyone could actually use some sort of passive defenses, where renown actually would matter, without constantly 100% relying on overpowered tank-classes bonuses, or being too naturally defensive like Healers against Casters ?

Something need to be done because currently we are facing 2 extremes (wich are proving the reworked system cant be the solution) ; either zero defense OR too much, both being ultra frustrating to one side or the other.
I mean distupt chances have historically been following that figure. The game simply wasn't designed around DPS classes having any significant amount of ranged avoidance outside of "shield wall" scenarios. RDPS also don't for the most part don't pose enough of a threat to warrant paying to counter them. That being said, the whole disrupt being useless thing that has been going on over the last couple days is kinda disingenuous to begin with, as all that has been considered are certain tactics and abilities on the caster side of things, that do in fact also come with opportunity cost, meanwhile none of the tools that are available on the MDPS side are talked about.

I'm not saying most WEs or WHs will spec, or use, their respective 100% disrupt abilities. I'm not saying every WL/Mara will spec/use their disrupt tactics. I'm not saying every SL is going to have Untouchable available every time a sorc rotation is about to pop. I'm not saying every melee squig will have Sneaky Git equipped. I'm not saying anyone is currently utilizing the various gear options available to bolster their disrupt.

What I am saying however, is that there are tools available. People just aren't willing to pay the opportunity cost. Why? Because there are bigger issues to deal with. Plain and simple. If a group opts to not have HTL available, it is simply a matter of opportunity cost. If a Mara isn't running 10% disrupt, it's a matter of opportunity cost. And so on. End of the day, the fact has always been that RDPS simply aren't enough of a threat to use these tools in a group setting. Hence people don't. Does that mean that magic damage users need to be punished at the slightest hint that someone may feel that these tools could come in handy afterall?

(That being said, I agree with completely reverting to previous avoidance paradigm. Simply because parry is completely out of whack as it is, relative to the other avoidance stats.)

Alubert
Posts: 506

Re: [PTS] Patch Notes 16/08/2024

Post#164 » Mon Aug 19, 2024 6:54 pm

zumos2 wrote: Sun Aug 18, 2024 10:18 pm
Nameless wrote: Sun Aug 18, 2024 10:04 pm
- Mark of the Vortex active effect reworked into - No cost. 60s cd. Instant cast. Shield yourself, absorbing 1387 ranged and magic damage over 10 seconds.
by magic damage is this means melee magic dmg coming from SM for example.
It means Magic and Ranged attack type, so no melee magical damage. It's a bit confusing as the word "magic" was both used by Mythic to describe magic attack type, as well as non-physical damage.
Exactly. The situation with magic abosrb is not precise. E.g. IB magic absorb works on any magic dmg. Mele and ranged.
Chosen new/converted ability works only on casted magic skills (AM and BW only) on mele magic it doesn't work and on SW/Engi magic it doesn't either. Why?
Even though the description is the same.
So it is not known how it will be in this case.
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Lisutaris
Posts: 104

Re: [PTS] Patch Notes 16/08/2024

Post#165 » Mon Aug 19, 2024 9:12 pm

Lion1986 wrote: Mon Aug 19, 2024 3:58 pm
Fenris78 wrote: Mon Aug 19, 2024 3:52 pm And you now give players a real choice between keeping high armor penetration and lower parry, and getting more defensive at the cost of damaging potential.
you cannot have everything with 1 stat. that was a wise decision that i support from devs.
Magic/Mage classes want to have a word here. Int for love, int for life. Just saying :P
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salazarn
Posts: 200

Re: [PTS] Patch Notes 16/08/2024

Post#166 » Mon Aug 19, 2024 9:49 pm

Zxul wrote: Sun Aug 18, 2024 10:36 pm
salazarn wrote: Sun Aug 18, 2024 8:36 pm
let's assume that I use all the liniments no one uses just to amuse you. 180 extra resistance to take a WL to 660resistance. Now apply the 380 magus debuff to that to get 280 that equals 16% mitigation.

656 weaponskill and a 900 armor debuff bring the same WL to 15.8% mitgation or the same essentially.

Aka vs medium armor magical damage is doing 656 stat worth of extra damage for free even vs a linament.

I doubt this will convince you though and I suspect I know why. Cos you play magus and dps sham i'd guess :D
Lets start from the fact that resist lini buffs resists by 360, and not by 180.
Now if only you could stack it with stat pots like you can an armor pot. Probably why its never used

Zxul
Posts: 1890

Re: [PTS] Patch Notes 16/08/2024

Post#167 » Mon Aug 19, 2024 10:35 pm

salazarn wrote: Mon Aug 19, 2024 9:49 pm
Zxul wrote: Sun Aug 18, 2024 10:36 pm
salazarn wrote: Sun Aug 18, 2024 8:36 pm
let's assume that I use all the liniments no one uses just to amuse you. 180 extra resistance to take a WL to 660resistance. Now apply the 380 magus debuff to that to get 280 that equals 16% mitigation.

656 weaponskill and a 900 armor debuff bring the same WL to 15.8% mitgation or the same essentially.

Aka vs medium armor magical damage is doing 656 stat worth of extra damage for free even vs a linament.

I doubt this will convince you though and I suspect I know why. Cos you play magus and dps sham i'd guess :D
Lets start from the fact that resist lini buffs resists by 360, and not by 180.
Now if only you could stack it with stat pots like you can an armor pot. Probably why its never used
Its a matter of priorities. Before am channel nerf I was roaming with spirit resist pot instead of armor one, precisely to maximize defense in the area where it was needed, even if it meant taking 15% more dmg from other opponents. If 21% extra mitigation vs casters isn't worth the stat pot, then it means casters ain't actually dangerous enough.
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ravezaar
Posts: 582

Re: [PTS] Patch Notes 16/08/2024

Post#168 » Tue Aug 20, 2024 9:38 am

Final note: just hope u dont go thro with the WS change, get your minds working and think this thro.

As a Slayer main its bin a rough year but talking with Slayer/Choppas this is basicly over if u go thro, Iam not far off saying many many will leave if u do this. I wont really say what I think about the Dev balancing team but lets say imho u made several mistakes this year with the skill reowrk, this will be the biggest for sure

The fact u are doing the WS change right after everyone worked on getting Rings, well I have no words but what do u think would be the aftermath if Devs did this on say a paying server/game ?
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normanis
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Re: [PTS] Patch Notes 16/08/2024

Post#169 » Tue Aug 20, 2024 11:57 am

ravezaar wrote: Tue Aug 20, 2024 9:38 am Final note: just hope u dont go thro with the WS change, get your minds working and think this thro.

As a Slayer main its bin a rough year but talking with Slayer/Choppas this is basicly over if u go thro, Iam not far off saying many many will leave if u do this. I wont really say what I think about the Dev balancing team but lets say imho u made several mistakes this year with the skill reowrk, this will be the biggest for sure

The fact u are doing the WS change right after everyone worked on getting Rings, well I have no words but what do u think would be the aftermath if Devs did this on say a paying server/game ?
choppa is in better state than slayer. they are not same level anymore.
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rychu007
Posts: 38

Re: [PTS] Patch Notes 16/08/2024

Post#170 » Tue Aug 20, 2024 12:23 pm

just everyone roll range dps and sit on keep walls all day.

Patch didnt even come and iam facing only groups of order with heals, dps rp, dps am and sws.
Ofc the same is on destro side while tons of gobbos everywhere.

Its ridicolous how current state of the game favours range classes (especially with magic dmg) in all aspects.
- need mostly single offensive stat
- tons of slows, kd/disarms, punts while only few meele have gap closer. Iam not even taking about crap tanks juggernaut xD
- in general in zergs fights its much easier to be on the backline instead of front line

Moreover after mara pull nerf, choppa pull nerf (iam not saying it was bad) and incoming nerf to meele sh the only mdps to face range meta will be WL so in general will favour order a lot.

Show me destro meele answer for order range like WL for destro ones? Frontal burst, pouce, pull and KD on pet without "wasting" gcd for burst :)

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