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Patch Notes 31/1/2017

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Tesq
Posts: 5713

Re: Patch Notes 31/1/2017

Post#121 » Tue Jan 31, 2017 10:49 pm

Aurandilaz wrote:
Tesq wrote:
Natherul wrote:fix for the keep lord is incoming.
we will never take a keep until M2 keep one shoot ppl /or M4 dont reduces m2 dmg...
uh... we do? Like on daily basis? :roll:

This aoe dmg buff/nerf should bring some changes to keep fighting, as ranged defenders might now not hit so hard if they also hit their own allies. Gives mdps maybe some hope, but we shall see how keep-meta changes over the coming weeks. ;)
no you do not on eu prime time when there is 1 bomb wb defending with 6bw redy to moral nuke (1.2k x 6 =7.2 k of dmg) anything.

IF 9 tank die the rest follow, kill 9 ppl = actually kill 1 wb; remove 1 wb from the equantion mean wipe the enemy from the keep so easy; also keep is a mortal trap you are trapped on groudn floor with morake nuke behind the corner and oil from outer XD
Last edited by Tesq on Tue Jan 31, 2017 10:50 pm, edited 1 time in total.
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Jaycub
Posts: 3130

Re: Patch Notes 31/1/2017

Post#122 » Tue Jan 31, 2017 10:49 pm

Magusar wrote:Interesting. But it will have strange effect on the number of career's specs in nonzerg figts, I think. Aoe slayers as example with their ID :)
ST slayers use ID as well, not sure but at 1st thought it's gonna nerf ST slayer damage in that regard possibly.
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Azarael
Posts: 5332

Re: Patch Notes 31/1/2017

Post#123 » Tue Jan 31, 2017 10:53 pm

Damage dealt to the principal target of a ranged AoE, or the host of an AoE damage debuff, is not affected. ID will continue to do whatever ST damage it did before, though its AoE component will be affected.

Jbz
Posts: 48

Re: Patch Notes 31/1/2017

Post#124 » Tue Jan 31, 2017 10:56 pm

Looking forward to testing the changes and adapting my playstyle. Thank you all for giving me the opportunity to play warhammer again.
-Jbz

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Haojin
Posts: 1066

Re: Patch Notes 31/1/2017

Post#125 » Tue Jan 31, 2017 10:57 pm

I deleted my post. Gonna give you a solid feedback if things gonna tweaked in the future.

-And i'm not quite sure how nerfing AoE abilities stop zerging ? Basically you can blob with 3 warbands of full ST with any kind of debuffing am i right ? So, whats the point ?

-Also you can make a warband with 2 parties with double choppas + 2 parties with hard ST rdps assist. Or you can make it even worse with different compositions. Probably gonna try Thursday.

-What's the tank role gonna be with this new system ?

-Even you position yourself correctly how you evade pug fillers to avoid gimp your aoe damage ?

-So, at the end of the day this is RvR game, not a moba, you can't avoid the zerg-blob mentality even you nerf AoE or not.
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Jaycub
Posts: 3130

Re: Patch Notes 31/1/2017

Post#126 » Tue Jan 31, 2017 11:00 pm

Azarael wrote:Damage dealt to the principal target of a ranged AoE, or the host of an AoE damage debuff, is not affected. ID will continue to do whatever ST damage it did before, though its AoE component will be affected.
Nice, thanks for clearing that up.
<Lords of the Locker Room> <Old School>

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Aurandilaz
Posts: 1896

Re: Patch Notes 31/1/2017

Post#127 » Tue Jan 31, 2017 11:03 pm

Tesq wrote:
Aurandilaz wrote:
Tesq wrote:
we will never take a keep until M2 keep one shoot ppl /or M4 dont reduces m2 dmg...
uh... we do? Like on daily basis? :roll:

This aoe dmg buff/nerf should bring some changes to keep fighting, as ranged defenders might now not hit so hard if they also hit their own allies. Gives mdps maybe some hope, but we shall see how keep-meta changes over the coming weeks. ;)
no you do not on eu prime time when there is 1 bomb wb defending with 6bw redy to moral nuke (1.2k x 6 =7.2 k of dmg) anything.

IF 9 tank die the rest follow, kill 9 ppl = actually kill 1 wb; remove 1 wb from the equantion mean wipe the enemy from the keep so easy; also keep is a mortal trap you are trapped on groudn floor with morake nuke behind the corner and oil from outer XD
Ofc a well defended keep is impossible to take, that's the entire idea of having a keep. It's a building designed to favour defending force over attackers and make it easy for defenders to kill those who want to take it.

Thanks to these patch notes, it should actually be somewhat easier to take keep as Inevitable Doom can cause some real havoc amongst defenders. :twisted:

Wait and see how the sieges change with the AoE adjustments. Maybe melee AoE pushes start counting for more if done correctly, and it becomes less about ranged AoE. :?:

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BreezeKicker
Posts: 197

Re: Patch Notes 31/1/2017

Post#128 » Tue Jan 31, 2017 11:04 pm

There are two major concerns i see with the AoE changes.

1st is the possibility of inciting a sort of animosity between premades and pugs that are trying to assist premade push/use premade as shield to work off. So a friendly pug wanders into radius of the aoe driving the dmg down. In that premade which may or may have not spent considerable effort to position themselves to avoid just that, get annoyed. I have seen and experienced something similar in GW2, where all that was needed to really screw you over in any sort of fight, was to have 1 pug killed by enemy [the blasted rally system in all its glory]. It lead organized group to straight up telling anyone not in guild to kindly "f*** off" or risk entire pool of down stated enemies to be back on their feet. it creates toxic and unpleasant atmosphere and hinders the promotion of teamwork inside of one realm.

2nd is the CQ aoe abillities on RDPS getting hit the hardest [abilities such as Annihilate or Disastrous Cascade]. You use them from the same position/range as mdps but you in some cases cannot move and in case of A/DC you have a 360 cone [you are also much much more squishier than mdps], making avoiding hitting at least some allies close to impossible. Now a MDPS can mitigate that by hitting more enemy targets [up to 48 now] than allies, a RDPS cannot effectively do the same due to still being capped at 9 targets [there needs to be only 4 friendly targets to start the dps decline, that cannot be avoided no matter how many enemies you hit - max 9 targets]. Now even with 45% dmg bonus [only possible if you run in solo w/o a guard] you wont be able to kill anything that has remotely decent aoe heals with only one RPDS, so you gonna have to field at least 2 RPDS + 2 Tanks on top of each other to create a pressure zone [still quite low pressure mind you], which means that at best you wont get any benefit whatsoever [3 friendly targets + hitting 9 enemies]. With only 4 you are quite attractive target for ST [which is not reduced so you can be killed off in few gcds], you add more to avoid presenting a huge target over yourself, you nerf the dmg and reduce the pressure.

The combat and the way most buffs work [aka party based] already give an advantage to the smaller organized force when it comes to zergbusting. With a proper set 24 man premade WB and a bit of terrain usage one could starve off 72 of disorganized to semi organized enemy forces [aka 3 times your own forces].
Last edited by BreezeKicker on Tue Jan 31, 2017 11:29 pm, edited 2 times in total.
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Mortgrimm
Posts: 83

Re: Patch Notes 31/1/2017

Post#129 » Tue Jan 31, 2017 11:18 pm

footpatrol2 wrote:
Penril wrote:
footpatrol2 wrote:
The tank should be standing infront of you holding the line to provide 15% dodge/disrupt. Actually 3 tanks should be standing infront of you to provide a 45% dodge/disrupt over your friendlies. This AoE change is in conflict with this.
Incorrect. The tank does not need to stand in front of you to give you the HtL buff.
Sorry your correct. I should be strafing I guess while holding the line with the new changes... or I should not stand infront of my guarded target and walk backwards snared due how walking backwards snares you.

At this point i have to stop playing my IB how i should then. We tested it this eve. As I still play def tank in front of my allies with Hold the Line I break their dmg. Tanks in front = dps dealed around 200; tank behind = dps dealed around 1000. So all tanks have to go dps 2h now? No SnB anymore? That sounds a bit strange for me. Maybe it´s better to delete the tank classes. They are useless now. I wont stay behind my party with the back towards the enemy. Any sense behind it? I hope it will change back ones.

Greets, Mort
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saupreusse
Former Staff
Posts: 2511

Re: Patch Notes 31/1/2017

Post#130 » Tue Jan 31, 2017 11:28 pm

Mortgrimm wrote:
footpatrol2 wrote:
Penril wrote:
Incorrect. The tank does not need to stand in front of you to give you the HtL buff.
Sorry your correct. I should be strafing I guess while holding the line with the new changes... or I should not stand infront of my guarded target and walk backwards snared due how walking backwards snares you.

At this point i have to stop playing my IB how i should then. We tested it this eve. As I still play def tank in front of my allies with Hold the Line I break their dmg. Tanks in front = dps dealed around 200; tank behind = dps dealed around 1000. So all tanks have to go dps 2h now? No SnB anymore? That sounds a bit strange for me. Maybe it´s better to delete the tank classes. They are useless now. I wont stay behind my party with the back towards the enemy. Any sense behind it? I hope it will change back ones.

Greets, Mort
Couldnt you have said your opninion without the snarky comment? You have to understand that this is a test to improve things for you (which someone sacrificed a lot of time for). And getting such angry comments can be extremely tilting you know. Its like offering someone a present and getting a slap in exchange.
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