WH/WE Changes

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Azarael
Posts: 5332

Re: WH/WE Changes

Post#61 » Thu Oct 01, 2015 4:08 pm

Yup - those ones use a different mechanism. :/

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vorod
Posts: 23

Re: WH/WE Changes

Post#62 » Thu Oct 01, 2015 6:35 pm

I've been thinking about the proposed changes and have changed my mind regarding Feinted Positioning. I think having the duration halved is too much and the skills should be left alone as is. The broad reasoning for this is as follows:

- If I get into a melee match with anything other than a light armor (I'm not going to pop on a tank in T4 unless it's solo and I know they suck), I'm going to use FP. If the target gets any kind of support in the form of heals, etc. and/or they know what they're doing, such as use their punt, kd, etc. I may not get the kill in those first few critical seconds. Thus, having FP last 7 seconds is vital. Otherwise, this pushes WEs/WHs to target only clothies and makes it easier for the opposing side to determine how to defend.

Anyways, I'm happy to get into the specifics with it and I'm willing to try your proposed changes, but I played a lot on live and always felt FP was "just right" and I like the idea of having that ace in my pocket if needed.

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Jezz08
Posts: 86

Re: WH/WE Changes

Post#63 » Thu Oct 01, 2015 11:04 pm

lilsabin wrote:
Jezz08 wrote:How about keep stealth the way it was I have played both a WE and WH at rr100 and stealth was not that bad or hard to use try not attacking people head on that way you should not get aoe'ed and if they see you stealth up before you jump them well..... learn to play a assassin better. As for group play you don't get to stealth half the time coz of dots not aoe.

Making stealth last 5min is sorry that is the most idiotic thing i've ever heard. If you people stop QQing half the time and learn to play you class then you would be fine but all you do is say " buff this coz I am bad!"

loool , learn to play an assassin class better ? dood , u kiddin me , we/wh are not assassins , if ur stealth get blown , it s game over dood . The game mechanic is old , it need to adapt to new type (wow , rift, etc...) where stealth is permanant or have a lesser cooldown , look at the evolution (expantion) of other mmos , and plz dont tell me wow and rift are **** .
WE GET A 2 SECOND CAST ON STEALTH AND A 30 SECS COOLDOWN ONCE WE GET BLOWN UP AND NO OTHER WAY TO GO BACK , dood , it takes 2 second to get in stealth mode , do u know what dat mean ... people can anticipate ur move before u do **** cause they just saw u disappear ... anyway , i got so many thing to say , but i am tired and english is not my first language
WH's/WE are assassins I don't get how you think they are not, having stealth like wow or rift is really going to work in WAR because in wow lets say you can not die in 1 stun in war you can, on top of that, the one way well the only way to kill a okish WH/WE is to get them out of stealth and kill them, if they could kill someone and just stealth up and get away where's the fun in that????

2sec's for stealth is not long at all if you play your class right, oh and if you have people on you....you could lets say detaunt/run/Pot gg, OR even run with a healer/group.


:roll:
"Look at all my RR100s!" " It's the rr100 brigade" 10/5/2015 Azarael
"Fix the game"

"Can people who are not knowledgeable about live Warhammer not make idiotic ideas " 11/7/2015 Azarael

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Jaycub
Posts: 3130

Re: WH/WE Changes

Post#64 » Thu Oct 01, 2015 11:14 pm

Assassin usually means a "pick" class that can kill someone solo without any help.

In this game in a competitive environment... your quote "run with a healer/group"... you cannot kill anything solo, and you absolutely must have a guard and other assist DPS if you are playing against a premade to do anything besides feed or run around in circles. In that sense it is not an assassin class.

It only fills that role in open RvR killing pugs. In group vs group / SC's whatever it is pretty much played just like any other melee DPS except it's skill that is suppose to get them into the fray is much worse than charge or things like pounce.

At this point I would much rather have 15 sec stealth with a 15 second cd after you leave than 5 minute long stealth, and anyone that knows what they are doing would as well.

And the comment about running away... on WH you have to use flee instead of charge if you are being hit, and you also have to have snare immunity up, and it's an all or nothing deal since you lose all your AP. Again something that stealth is gimped in compared to charge.
<Lords of the Locker Room> <Old School>

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noisestorm
Posts: 1727

Re: WH/WE Changes

Post#65 » Fri Oct 02, 2015 12:45 am

Stealth does give the benefit of having halfed AP costs for 15 seconds though. Lowering the CD on it is effectively increasing the potential dps of it by quite a lot. (Still i would also appreciate lowering the CD to ~20 sec )

In my opinion it would make more sense to tune other DPSs kits a bit down than buffing WH/WE. Like exchanging the Snare-Immunity on every "charging" Mdps with a tanks Moloch lite-version (without anti disarm/silence) and keep the immunity unique to WH for example.

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Jezz08
Posts: 86

Re: WH/WE Changes

Post#66 » Sat Oct 03, 2015 6:02 am

In a group setup you should be running on the outside of the group if you don't have guard like this ( slayer/WL goes in with guard and his tank gets a melee and you come in FROM STEALTH and open then detaunt (ap pot if you need 2 but you should not need 2) then help kill the person the slayer/WL is on and if they swap onto you you should have guard from the tank and then aoe detaunt again if you think theres too much dmg coming on to u get out of there and restealth, the class IS A ASSASSIN even if you are not soloing you are still a assassin class.

P.S "Assassin usually means a "pick" class that can kill someone solo without any help."
That is not true assassin means you deal a lot of dmg but at the same time you die very fast that's the arch type of a assassin class, you have ways of stopping dmg like m1 or detaunt or flee.

Noisestorm that's not a bad idea.
"Look at all my RR100s!" " It's the rr100 brigade" 10/5/2015 Azarael
"Fix the game"

"Can people who are not knowledgeable about live Warhammer not make idiotic ideas " 11/7/2015 Azarael

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Jaycub
Posts: 3130

Re: WH/WE Changes

Post#67 » Sun Oct 04, 2015 5:47 am

noisestorm wrote:Stealth does give the benefit of having halfed AP costs for 15 seconds though. Lowering the CD on it is effectively increasing the potential dps of it by quite a lot. (Still i would also appreciate lowering the CD to ~20 sec )

In my opinion it would make more sense to tune other DPSs kits a bit down than buffing WH/WE. Like exchanging the Snare-Immunity on every "charging" Mdps with a tanks Moloch lite-version (without anti disarm/silence) and keep the immunity unique to WH for example.
I don't really feel like AP is so much of a concern for WH/WE, most of your skills are already mana efficient, and when you take into account the AP efficiency per acc/BL on finishers the class can get by very well with just one outside source of mana regeneration like the RP rune, or one of the healer tactics that regens AP over time on crit etc...

20 second stealth seems like a good compromise though, and should bring it closer in terms of overall utility and reliability when compared to charge.

I don't think snare immunity needs to be changed across MDPS, it wouldn't fix why certain classes are OP or more desirable in the meta and would only serve to make people playing those classes salty.
<Lords of the Locker Room> <Old School>

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bichka
Posts: 439

Re: WH/WE Changes

Post#68 » Sun Oct 04, 2015 8:11 pm

Feinted Positioning (Core) - CD reduced to 30 seconds, duration reduced by about half (4 seconds),
this duration make this skill useless. It's 2 hits or even 1 in lags.

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Vdova
Posts: 555

Re: WH/WE Changes

Post#69 » Sat Oct 10, 2015 8:20 am

Patch to fix stealth breaking by single AOE is in development? Because I keep getting breaking stealth even by single Warrior priests Smite(50ft AOE). Really stealth needs that buff in these times of never ending AOE spam fest.
Vdova - Witch elf princess of suffer and despair

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Jaycub
Posts: 3130

Re: WH/WE Changes

Post#70 » Sat Oct 10, 2015 8:22 am

Vdova wrote:Patch to fix stealth breaking by single AOE is in development? Because I keep getting breaking stealth even by single Warrior priests Smite(50ft AOE). Really stealth needs that buff in these times of never ending AOE spam fest.
It works for only some AoE atm, some things specifically I have noticed are AoE DoT's like pandemonium and SH elemental arrow mirror.
<Lords of the Locker Room> <Old School>

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