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Changelog 06/12/2016

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Lektroluv
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Re: Changelog 06/12/2016

Post#11 » Wed Dec 07, 2016 12:37 am

Natherul wrote: Gun Turret (Sniper)

- Improves your range by 5% per stack to a maximum of 40%.
- Improves your turret's range by 2.5% per stack to a maximum of 20%.
Natherul wrote:
Sigimund wrote:Does improvised upgrades still increase damage?
Affermative


¿So the most powerfull turret it is still increasing the best and longer abilities path by 40% and still increasing damage?

Thanks god this is the best enginer's pet version, same than Squig Herder spiked pet (the one people use the most, and the most damaging one) because SH pet got this list of dps bugs and range nerf resolved in last patch making them weaker and weaker.

Reduced range, cut weapon dps to only ranged weapon dps link aka past from 100 dps to only 53dps in best case of actual t4 weapons.

While enginer pet retains almost same damage in weapon 70% of both weapons (ranged + melee)
Retains the range, not only the old range, still retains the range boost.
Retains the damage, not only the old one, still retains the damage boost in all tourrets.

Even the white lion pet didn't lost too much since theyr weapon damage only past from the bugged 100dps to 72dps from a 2 hand weapon dps link, and of course range nerfs doesn't matter to white lions because they are pure meles.


I don't think it is fair SH the pet class with lower burst damage of all (White lion, enginer, mage) is the one which receive bigger hit in this last patches.
Last edited by Lektroluv on Wed Dec 07, 2016 12:53 am, edited 3 times in total.

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eks
Posts: 69

Re: Changelog 06/12/2016

Post#12 » Wed Dec 07, 2016 12:45 am

Natherul wrote: - Shortens the duration and tick interval of Path of the Grenadier and Tinkerer DoTs by approximately 5% per stack for a maximum reduction of 35%.

So this applies to Acid Bomb, Sticky Bomb, Fragmentation Grenade, and Friction Burn? I'm guessing not to Napalm Grenade or Lightning Rod. And definitely not Bugman's Best.
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Azarael
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Re: Changelog 06/12/2016

Post#13 » Wed Dec 07, 2016 1:05 am

Bolt of Change and Snipe were brought down because of complaints about the ease of putting out repeated burst rotations and repeated undefendable attacks at 210ft range. Something had to give to make adjusting the other turrets and daemons viable and avoiding complaints, and that was it.

If a better solution is adjusting the range bonus from the Gun Turret and Pink Horror, then let me know.

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blaqwar
Posts: 471

Re: Changelog 06/12/2016

Post#14 » Wed Dec 07, 2016 1:09 am

eks wrote:
Natherul wrote: - Shortens the duration and tick interval of Path of the Grenadier and Tinkerer DoTs by approximately 5% per stack for a maximum reduction of 35%.

So this applies to Acid Bomb, Sticky Bomb, Fragmentation Grenade, and Friction Burn? I'm guessing not to Napalm Grenade or Lightning Rod. And definitely not Bugman's Best.
I would assume so, if that's correct the changes feel a bit meh since mostly fluff damage abilities will have increased DPS (through increased tick frequency) while Napalm and Lightning Rod, the ones with very good damage potential won't.

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Azarael
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Re: Changelog 06/12/2016

Post#15 » Wed Dec 07, 2016 1:11 am

Lightning Rod should benefit.
Ravai wrote:+ Solution to this would be enable a 1stack minimum whenever you have the flamer pet active regardless of range and potentially increase the stack buildup time? This doesnt fix the awful range/damage but makes them atleast able to nuke on the move
properly. (couldn't build enough stacks to test the improved dot frequency being too close and stationary for 16secs, easy target)

+ Or Increase the range at which stacks falloff when flamer pet is active to make kiting with this pet more viable.
What I might go with is a second ring for the Flamer and Bombardment Turret, maybe out to 40 or 50 feet, which would hold the current Improvised Upgrades / Unholy Empowerment state.

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Telen
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Re: Changelog 06/12/2016

Post#16 » Wed Dec 07, 2016 1:22 am

Really I think it would be better if Bolt just didnt benefit from the range increase. So youre not limited to a rotation every 10s with the extreme range. Still the longest range skill but brings it more inline with the other abilities.
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Azarael
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Re: Changelog 06/12/2016

Post#17 » Wed Dec 07, 2016 1:39 am

I can't exclude Bolt of Change and Snipe from the range increase, unfortunately :/

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PartizanRUS
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Re: Changelog 06/12/2016

Post#18 » Wed Dec 07, 2016 5:49 am

Isn't 48% Dodge and Disrupt standing in 1 place is obviously OP,crazy and imbalanced.
Now there is mighty engineer class and I can turn RDPS off with just one button.
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Grunbag
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Re: Changelog 06/12/2016

Post#19 » Wed Dec 07, 2016 6:41 am

Great changes , does all turrets still increase damage or not anymore ?

I made a proposal about self destrction ability for engineer , does the ability still remove 4 stack ?

Edit : it still remove 4 stack , is that possible to remove the losing stack for self destruction ability (so much usefull ability in magnet rotation)
Last edited by Grunbag on Wed Dec 07, 2016 10:48 am, edited 1 time in total.
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Grunbag
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Re: Changelog 06/12/2016

Post#20 » Wed Dec 07, 2016 6:42 am

PartizanRUS wrote:Isn't 48% Dodge and Disrupt standing in 1 place is obviously OP,crazy and imbalanced.
Now there is mighty engineer class and I can turn RDPS off with just one button.
Don't think so cause at the same time engineer lost 60% of his range . He cannot hit rdps that stand far away
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