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[DEVELOPER PREVIEW] Armor Set Redesigns

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ThePollie
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Posts: 411

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#171 » Thu Jan 14, 2016 8:32 am

Question - Will the new sets have different models from the original sets?

I want a breastplate, yes thank you.

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Scrilian
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Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#172 » Thu Jan 14, 2016 9:37 am

Sad to see alot of toughness instead of wounds on the Duelist set for slayer/choppa. Def sets never worked on live for them due to enrage mechanincs and +str+ws-tough tactics being mandatory, most likely will see no one using Duelist in ingame. Would gladly go for higher item level stalker set thou, but that would be imbalaced I guess :3
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Bretin
Posts: 929

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#173 » Thu Jan 14, 2016 10:01 am

Scrilian wrote:Sad to see alot of toughness instead of wounds on the Duelist set for slayer/choppa. Def sets never worked on live for them due to enrage mechanincs and +str+ws-tough tactics being mandatory, most likely will see no one using Duelist in ingame. Would gladly go for higher item level stalker set thou, but that would be imbalaced I guess :3
have you played a different game than me my friend? siphon vitality on the slayer was even more broken than 75% attack haste combined with spellbreaker pre nerf :D for both classes the dmg set was insanely good and i dont see how a defset shouldnt work. the class mechanic of both sl and ch has an insanely nice synergy with an def set. especially solo sl/choppa is a pain in the ass for its user right now, with that set both classes become extremely viable in 1vs1 situations and can be played different in any type of rvr (solo, small scale, large scale).

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daniilpb
Posts: 591

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#174 » Thu Jan 14, 2016 10:03 am

Take a look at SW Duelist set. As Assault sw i can say that this one is pretty dead. Only Clarity (because of low ap while mele fighting) or Reactionary can increase chances that some insane ones will buy it :lol:
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Scrilian
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Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#175 » Thu Jan 14, 2016 10:14 am

Bretin wrote: have you played a different game than me my friend? siphon vitality on the slayer was even more broken than 75% attack haste combined with spellbreaker pre nerf :D for both classes the dmg set was insanely good and i dont see how a defset shouldnt work. the class mechanic of both sl and ch has an insanely nice synergy with an def set. especially solo sl/choppa is a pain in the ass for its user right now, with that set both classes become extremely viable in 1vs1 situations and can be played different in any type of rvr (solo, small scale, large scale).
Welp, surely I lack the atrocious experience in the 81-100RR gameplay and was told the stories about healproc being ridiculously broken. But prior to that Slayer could not hope to outlast the enemy, aside from WE, even with the def sov only to burst them down.
Besides def was pointless in group, coz you lack utility aside of one stun, silly slow, SL and crit debuf, and tools of a dps geared tank. Could only remember myself being armor-debuff-bot with 2 corrosion weapon spreading via Inevitable doom. You could not become the jack of all trades - master of none, just master :mrgreen:

And could you tell me about spellbreaker nerf, never heared about one :o
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Nishka
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Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#176 » Thu Jan 14, 2016 10:24 am

On live any wounds increasing buff would heal you, will "Preservation - On Being Hit: 10% chance to increase Wounds by 60 for 20 seconds." heal you for the same amount?

EDIT: I don't remember detailes why it wasn't as op as it sounds, maybe you won't get any additional heal from a skill/proc after it already increased your wounds?
Last edited by Nishka on Thu Jan 14, 2016 10:30 am, edited 1 time in total.
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Reesh
Posts: 645

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#177 » Thu Jan 14, 2016 10:27 am

Changed passives on SL/CH sets are still bad and not worth to invest 5 piece for them, instead of combined 2 sets stat bonuses.
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Bretin
Posts: 929

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#178 » Thu Jan 14, 2016 11:01 am

Genisaurus wrote:The 5-piece bonus for Slayers and Choppas on the Devastator set has been changed from Overwhelming to Domination.
may i ask why the change to clarity was reversed? both sl and ch got a toughness debuff with slasha / pulverizing strike already. :/
Scrilian wrote:Welp, surely I lack the atrocious experience in the 81-100RR gameplay and was told the stories about healproc being ridiculously broken. But prior to that Slayer could not hope to outlast the enemy, aside from WE, even with the def sov only to burst them down.
that was basically because those slayers tend to run the same one trick pony tactics they used to run in an offset i.e. BF, WG, FL, PFM or did lack the knowledge about how to play against a certain class. In t4, the SL will win a duel against a WE for 100% even tho 99% of the community think i'm on drugs now. they have an insane nice kit and work properly in multiple ways it is most likely always a l2p issue.

Scrilian wrote:Besides def was pointless in group, coz you lack utility aside of one stun, silly slow, SL and crit debuf, and tools of a dps geared tank.
a dps class should NEVER be able to consider playing a defset over an offset in group without sacrificing his damage by a lot - especially not a class who has already an +50% dmg mechanic. besides that a slayer got **** tons of utility and next to the mrd the most overloaded kit in the whole game. what you are asking for; to make him a "dps geared tank", is basically beyond any logical thought :P

Scrilian wrote:And could you tell me about spellbreaker nerf, never heared about one :o
pre nerf spellbreaker removed literally any absorb including morals such as divine protection or potions / trinkets (e.g. lotd melee absorb) while it was also undefendable. now combine it with lolkure (a 3.9s weapon with 82 dps and (if slotted properly 142 str, 135 melee power and 15% crit)). With the old handeling of AA you had AA's every 1s since 75% of 3,9 = 2,9. If you now take str cap you had a 1173 AA non-crit TT resulting in crits up to a maximum of 2024. You can add another 5% dmg from the glyph set or think about what happened if taking fierce might and going low :p. All in all, you were able to hit for 2k+ AA and 2k+ Spellbreaker every s/1,5s while ignoring any possible absorb :P.
Last edited by Bretin on Thu Jan 14, 2016 11:32 am, edited 3 times in total.

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Scrilian
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Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#179 » Thu Jan 14, 2016 11:14 am

Welp, so hard to compose a reply with so many disjointed quotations :C
Could you tell me when did the nerf happen, because of all my years since the slayer was implemented up until the skaven-patch never, I mean, never did spellbreaker remove any moral in game whatsoever, not even tactic ones.
It removed skill absorbs, like BG Shield of Rage or Zealots Veil of Chaos, but it did damage prior to removal, so the removal component more often than not didn't happen.
And it removed Lotd melee/spell absorbs, which was really great. Can't remember the interaction with potions thou :(
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Bretin
Posts: 929

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#180 » Thu Jan 14, 2016 11:31 am

fixed the post above it was undefendable based on 1.3.6 game update:
Spellbreaker: Fixed an issue that made this ability unable to be defended against
i am sure in the same patch they fixed the interaction with morals, pots and trinkets.

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