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Patch Notes 31/1/2017

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Grunbag
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Posts: 1881

Re: Patch Notes 31/1/2017

Post#151 » Wed Feb 01, 2017 4:37 am

Does napalm is considered as direct damage aoe ?
What about lightning rods ? As a tinkerer I am playing with a guard , that stayed within 20 feets around me , does this mean I'll always have damage debuff with lightning rods ?
Grunbag - 40 - 33 Squig Herder
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Natherul
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Re: Patch Notes 31/1/2017

Post#152 » Wed Feb 01, 2017 4:38 am

Sulorie wrote:
wargrimnir wrote:

Natherul
-Changed all SC quests to have a shared drop off point in the capital cities, Order have Kaige Mortem in Altdorf Market Place and Destro have Riccekac Warshard close to the entrance of the Viper's Pit.
Please re-think this change. It is all good that you can pick rewards for all sc from one single npc, in the case certain sc appear less frequently and you want to clear your quest log.
The problem is, to get new rewards for the same sc, you have to collect the previous rewards. When the only drop off point is in AD/IC, then you can't play for sc quests outside of AD/IC, as you have to fly there to finish quest.

Do I overlook something and all rewards are stored until you collect them, even multiple wins for same sc?
The game does not save multiple wins for you, you need to take the quest and finish it once, winning twice will not let you turn it in twice.

With the change made you can now also turn in SC quests that are no longer in rotation as you can access the turn in point no matter what.
Pumatouch wrote:
wargrimnir wrote:Fixed an issue causing players not to be considered within the RvR lake if returned there from a scenario.
Stop the press for a second. This is the first line in the changelog. In 15 pages it has gotten 2 mentions. You know what this line means, right? It means Aao has been juked/artificial/fake/constructed/random since who knows when. All the posts about Aao this and Aao that at any given time; they can be discarded now? Does the count work now then? Are we ready to face up to the fact that none of our numbers were correct? Was it ever willfully employed? Or is this a good day to bury bad news? :)
Hopefully it works now but only time will tell, and while yes all the threads on aao may have been based off inproper numbers we have no way of telling if the bug was affecting a lot of very few players (I would think the latter). We noticed this only due to the diminished rations debuff since it would not apply where it should have.

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Pumatouch
Posts: 180

Re: Patch Notes 31/1/2017

Post#153 » Wed Feb 01, 2017 4:47 am

Grunbag wrote:Does napalm is considered as direct damage aoe ?
What about lightning rods ? As a tinkerer I am playing with a guard , that stayed within 20 feets around me , does this mean I'll always have damage debuff with lightning rods ?
Also, if a Lightning Rod is put down with said Guard+Co. with him at the time, and they all decide to bail that location, does the dmg output of the left-behind Lightning Rod change for every pulse, or are the circumstances at the time of creation alfa omega?
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Toldavf
Posts: 1586

Re: Patch Notes 31/1/2017

Post#154 » Wed Feb 01, 2017 5:38 am

45% potential extra damage on wrecking ball? I'm glad broad swings is nerfed the bloodbath would be insane.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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roadkillrobin
Posts: 2773

Re: Patch Notes 31/1/2017

Post#155 » Wed Feb 01, 2017 5:48 am

Spoiler:
I consider this the worst patch in Warhammer history and one of the worst in MMO history that I myself have experienced. (Yes Ive tried the patch)

1: It render several class builds useless. All rdps PBAO builds allready had a massive risk vs rewards playstyle. You're bringing a cloth class to the frontline. Bw/Sorc also take baklash damage and now their damage is nothing but fluff vallues aswell. Yesterday I backlashed for 750 damage while hitting people for 70. Who is gonna play such a class? I can just Imagine how Bad melee Squigs or STY build performs, aswell as Deamon Magus, Tink Engie or Lelith Warriors.

2: Completly dissregarding core combat mechanics of the game. This makes tanks a liabillity on the frontline. Just as I stated several months back this is gonna push tanks as far away from their guarded target as possible while still being in guard range, were they get hit by as little AoE as pssible coz this will be the moast efficiant way to mitigrate AoE damage for your group aswell as boosting your groups AoE damage by not soaking friendly hits. You pretty much set up a situation were the best way to utilize your tank is no longer using abillities to mitigrate or boost your groups damage coz that requires you to run up and hit people on the frontline. Now rendered to just challange and guard from a far bot.

3: You can't controll the PuG tail thats following you. These are players who follow warbands around with the intention of leaching some renown from assist kills. Its basicly the pugs in a 12v12 man scenario. As a warband or guild leader you can't controll what their doin. And now they actually becomes a big annoyance for the warband as they soak friendly AoE hits I can see the spreading toxicity within the community really fast.

4: Guilds built for the 24 man warbands. What are these guilds supose to do now when the direction clearly goes towards small scale RVR? Are they supose to kick 3/4 of the players that they been playing with for months? Moast of these guys have mains with the intention to play Massive RVR 24+v24+ fights. You just made alot these guys feel like their class feel useless. Classes people spent Months of in game time on.

5: Even with 45% damage increase and no hitcap theres no way to stop 3 warbands of ST melee trains spamming their highest hitting spammeble abillity, thats guning for you. This will be the new way to zerg and is actually much less skillfull then running a tight cordinated warband that actually have to time abillities and CCs to get kills happen. In the long run this patch will acomplish nothing but change they way people zerg. Not stopping it.
Yet, despite the day 1 complaints, it will still be tested and adjusted for a good period of time to see if this method has the desired results we're looking for. By all means, adjust your playstyle and adapt. Try and break the system. Give constructive feedback on how this direction could be improved. Don't bother telling us it's the worst patch ever.

User warned for this post.

- wargrimnir
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Pumatouch
Posts: 180

Re: Patch Notes 31/1/2017

Post#156 » Wed Feb 01, 2017 5:54 am

roadkillrobin wrote: 3: You can't controll the PuG tail thats following you. These are players who follow warbands around with the intention of leaching some renown from assist kills. Its basicly the pugs in a 12v12 man scenario. As a warband or guild leader you can't controll what their doin. And now they actually becomes a big annoyance for the warband as they soak friendly AoE hits I can see the spreading toxicity within the community really fast.

5: Even with 45% damage increase and no hitcap theres no way to stop 3 warbands of ST melee trains spamming their highest hitting spammeble abillity, thats guning for you. This will be the new way to zerg and is actually much less skillfull then running a tight cordinated warband that actually have to time abillities and CCs to get kills happen. In the long run this patch will acomplish nothing but change they way people zerg. Not stopping it.
Interesting points.
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roadkillrobin
Posts: 2773

Re: Patch Notes 31/1/2017

Post#157 » Wed Feb 01, 2017 6:02 am

@Wargrimm I sent you constructive feedback but you chose to moderate and hide it. The point of pointing out that its one of the worst patches I've seen is nothing but crtitizism.
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Toldavf
Posts: 1586

Re: Patch Notes 31/1/2017

Post#158 » Wed Feb 01, 2017 6:03 am

If it's still around on Saturday I fully intend to break this patch then provide feedback :D
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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lastalien
Posts: 456

Re: Patch Notes 31/1/2017

Post#159 » Wed Feb 01, 2017 6:16 am


Yet, despite the day 1 complaints, it will still be tested and adjusted for a good period of time to see if this method has the desired results we're looking for. By all means, adjust your playstyle and adapt. Try and break the system. Give constructive feedback on how this direction could be improved. Don't bother telling us it's the worst patch ever.


- wargrimnir
It does not really thoughtful patch. Certainly in the history of the patches were even worse, but I do not remember them.

You make the changes that are fundamentally changing the game. For example, you ride a bike, and suddenly you find yourself in the boxing ring. In principle, you can go ahead and even then all of a sudden you can find fun, but everything has changed around, and not the fact that boxing is that you like.

Answers to other moderators / developer inspire fear what you do not know what you are doing. There is throwing in different directions, and unsystematic.

Objectively, I'm not the best tester, I do not spend much time on the forum discuss these or other changes, but now the patch looks very raw. And I wrote earlier, that would be better to change you introduced gradually, not at once, and a lot.
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Daknallbomb
Posts: 1781

Re: Patch Notes 31/1/2017

Post#160 » Wed Feb 01, 2017 6:36 am

Wow! Sc quest very Thumbs up ty for that! .
The aoe Experimental changes. Hell that devs have to do Things to break mindless zerg is rly Hard to understand for me. Everybody who cry about that, we where The players who mindless zerg not all But mostly it is like that so devs have to react. So now my feelings about testing it. The fact that aoe Area spells nearly never do normal dmg is not that good for me. If u exactly Hit 6 ppl and no ally you do normal dmg or 7+1 8+2 9+3. I would love to See an adjustment where u get The debuff off dmg Just If u Hit more than 1 ally because of the randoms they running arround. So you can do normal dmg at 7+2 8+3 and 9+4 so u have a better influence to cast properly and mindless blob running + aoe Spam still debuffed. The other Thing is spells with high CD that Cant be spammed like scuse me ( shammy) sucking Hard now cause of low range shammy in Front line and mayb some randoms running in ure not able to use tham effektiv. So some cast can be very useless now. Dont get me wrong i love the change cause i play St grps 90% of time. And i hate 50 ppl blobs running without taktic Press two Buttons and kill every Thing. I dont know how to Make some spells more usefull in that Experiment to not give tham imbalance compare to other aoe spells. But its frustrating that some spells are rly not worth to skill now.
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