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Patch Notes 13/10/17

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Tankbeardz
Posts: 629

Re: Patch Notes 13/10/17

Post#71 » Fri Oct 13, 2017 2:33 pm

peterthepan3 wrote:DoTs breaking detaunt is a pretty significant hit to dot-reliant classes, such as the magus, engineer and dps variants of am/shaman.

Whereas any other class can damage a target, detaunt said target if needsbe and swap to a new target, dot classes can now no longer really enjoy this luxury - should first target happen to still have dots ticking (which they will....magus dots are notoriously long-lasting)

Naturally, if you have a tank who can guard swap, it's not so much of an issue, but as a magus or engineer with huge range it's important that our detaunt not be broken simply because target happens to have a 22 second long dot on them; a lot can happen during this time!
I agree. Magus / Engi rely on dot damage as part of a damage rotation and for group debuffs. Since their detaunt is single target, this sounds like it is really only addressing a problem in 1v1 situations as opposed to the balance mods stated goal of balancing towards group play.

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Faef
Posts: 88

Re: Patch Notes 13/10/17

Post#72 » Fri Oct 13, 2017 2:34 pm

I dont know about live, but detaunt should not be a crutch for poor positioning and its never seemd fair to me that rdps have had that, its a massive advantage, mdps clearly cant detaunt rdps at their optimal range. It doesnt even completely remove this advantage, it just means you cant attack as well. Obviously if you choose to attack (dot) someone that is closing you and you either a). cant kill them or b). cant get out of range, thats your poor choice.

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Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 13/10/17

Post#73 » Fri Oct 13, 2017 2:34 pm

normanis wrote:nice changes for mdps. does its mean no keep defending? just need hold battle objective and for some time and your realm win? u still can leech from battle objective rr/xp/infl? (easy targeted afk persons)
and when is wl/squig changes or i missed some pach.
BOs grant rewards only when your realm rank is 0 1 or 2. Above that it grants you nothing (or should - currently it gives 1, it will be removed).

To level Realm to rank 5 you need to hold 4 BOs for long time - not really possible with any oposition.

Also all this was answered in first post.
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tazdingo
Posts: 1257

Re: Patch Notes 13/10/17

Post#74 » Fri Oct 13, 2017 2:35 pm

so is defensive stat stacking now a thing? you can selectively stack init/will/WS as a melee class rather than just throwing everything into armour/wounds? if so that allows for huge variety and i love it

Penril
Posts: 4441

Re: Patch Notes 13/10/17

Post#75 » Fri Oct 13, 2017 2:39 pm

biotek wrote: Indeed. Having played a grenadier engi for most of retail I'm quite sure this was never a thing. Sounds like Engi/Magus are gonna be keep only classes now, can only mitigate incoming damage by breaking los.
Melee classes can only "mitigate" by breaking los, and their detauns have a much shorter range (30ft). Oh, and it also breaks when they deal damage. Then again, in a proper group, both rDPS and mDPS have heals and tanks so... This change will only affect solo players tbh, and I don't see anything wrong with it.

"Engi/Magus are gonna be keep-only classes"... talk about overreacting.

Zanilos
Posts: 443

Re: Patch Notes 13/10/17

Post#76 » Fri Oct 13, 2017 2:49 pm

I think the detaunt reaction is a little over the top, but then I don't play small scale very often. 6vs6 this is a huge change. Surely that removes SL WH from competetive?

The rest is pretty cool. As a DPS player mainly I don't see many parrys on my mara, or disrupts on my sorc.
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biotek
Posts: 56

Re: Patch Notes 13/10/17

Post#77 » Fri Oct 13, 2017 2:54 pm

Penril wrote:Melee classes can only "mitigate" by breaking los, and their detauns have a much shorter range (30ft). Oh, and it also breaks when they deal damage. Then again, in a proper group, both rDPS and mDPS have heals and tanks so... This change will only affect solo players tbh, and I don't see anything wrong with it.

"Engi/Magus are gonna be keep-only classes"... talk about overreacting.
It wasn't meant to be an overreaction but perhaps it was.
It's not easy to make or keep things fair and balanced. But should we really assume that Mythic got this one wrong? I get your point about melee but they don't rely on long aoe dots like engi and magus do. The idea someone posted of detaunt removing dots sounded somewhat fair.

We'll see what happens. Here's hoping it's good.

Penril
Posts: 4441

Re: Patch Notes 13/10/17

Post#78 » Fri Oct 13, 2017 2:56 pm

Let's see. Test. Then adjust. As we always do, you guys should know by now.

For the record, I disagree as well on some of those changes. But I will test, give feedback, and see how it goes.

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dansari
Posts: 2524

Re: Patch Notes 13/10/17

Post#79 » Fri Oct 13, 2017 3:08 pm

biotek wrote:So players are once again required to camp BOs but now they get nothing for it..? Not that it was much in the first place.
You get rewards up to rank 3, then your keep doesn't de-rank.. so the fights will basically revolve around the BOs until one or both realms get their keep to rank 3, then the fight moves to the keep and there's no incentive to sit on BOs unless your keep isn't rank 3 yet. This is great because it:

A. encourages the "underdog" to have the option to "contribute" to their keep defense by ranking it to at least 3
B. Forces the aggressor to either split forces and deal with groups ranking the keep up or deal with a rank 3 funnel situation

It's actually a really smart campaign mechanic (whoever came up with it, kudos) -- you're encouraging skirmishes when and where there can be skirmishes, you don't encourage afking on BOs during a keep take, and you encourage fighting around objectives during the entire campaign (BOs, then keep).

THEN the best part is the fight moves back to the BOs after the lord falls because the offensive realm wants to insta zone lock with keep+ruin+3 BOs. So: constant fighting, no down time, no incessant afking for microticks, fights around objectives, max time limit on zone if it's a stalemate, and quick zone locks. And soon we'll get a much better loot system! This is all just really nice ****.
<Salt Factory>

Sulorie
Posts: 7459

Re: Patch Notes 13/10/17

Post#80 » Fri Oct 13, 2017 3:13 pm

Penril wrote:
Melee classes can only "mitigate" by breaking los, and their detauns have a much shorter range (30ft). Oh, and it also breaks when they deal damage. Then again, in a proper group, both rDPS and mDPS have heals and tanks so... This change will only affect solo players tbh, and I don't see anything wrong with it.

"Engi/Magus are gonna be keep-only classes"... talk about overreacting.
Dot based classes were already weaker than dps with front-loaded burst. The thing is, you can't attack a dps with dots, which are not lethal with healing, and then detaunt, when the pressure turns to be on your end, because you have still dots ticking.
There is hardly any range advantage with the plethora of anti-kite tool available. A free casting rdps is dangerous but melee ST dps was always higher with the disadvantage, that they have to get in range first.

It was said that dots breaking detaunt is correct live behavior but there was proof for the opposite. :?

Penril wrote:Let's see. Test. Then adjust. As we always do, you guys should know by now.

For the record, I disagree as well on some of those changes. But I will test, give feedback, and see how it goes.
Agreed.
Last edited by Sulorie on Fri Oct 13, 2017 3:14 pm, edited 1 time in total.
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