Again: Expect a community flak which effects around 100+ players if you insist to change something radicaly without saying anything.wargrimnir wrote:That's right. We reserve the right to move forward with changes without community discussion. This is part of RvR systems, and those are still changing as we go. If you can't separate your "worst patch ever" rhetoric from the constructive criticism, then don't post. That's all the moderation was really about.
Like many, many, many other patch notes before this one, we really don't appreciate getting blasted by players that they're not a fan of change. This is not set in stone, it's experimental, and the values will be adjusted quickly and as needed.
Patch Notes 31/1/2017
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Re: Patch Notes 31/1/2017
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- roadkillrobin
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Re: Patch Notes 31/1/2017
@ Wargrim I've actually posted tons and tons of purposed changes to the game to Houjin. Saying im not a fan of change is nothing but an asumption. Moast of em have to do with adressing the zerg meta, nerf morales, making room for unwanted classes etz. But the way the forum staff is handling people i've decided to send these ideas directly to the ballance team. But since this is not a ballance team issue I took it to the forum. A testers core job is to find cracks, weak points and stabbility issues in a product. Not doing the job of the developers and finding a sollution to those issues. I've pointed out several crucial issues that has both the potential to hurt the community and the overall game mechanics. If you want sugestions on how to actually deal with the core issues if ORVR I sugest you assign a team of volunteers to brainstorm sugestions. You published the patches and that is what i'm gonna critizice and give feedback on. Not the potential of it, coz i don't see any tbh. All I see is unwillingness of two dusin of small scale players thats unwilling to adapt to the playstyle of ORVR and Developers cater to them instead of asking and listening to what the ORVR players think is the best for ORVR.

Re: Patch Notes 31/1/2017
Someone wrote that people still will blob. But adjust abilities and tank positioning.
We are also thinking about that.
Cone AoE and tanks behind.
On Rod and Napalm we do need to do some tests as they are not "real" AoE abilities but ground stuff. All in all I think from Bitterstone 2.0 Flame Tinkerers it is now time for the Grenadier Engi.
Fast change between AoE and ST.
@WB Counter:
But on page 1 are the new Zergbreaker Abilities. Attacks that can hit up to 48 targets. I really want to see what happens when 6 SMs hits the back of an Zerg.
We are also thinking about that.
Cone AoE and tanks behind.
On Rod and Napalm we do need to do some tests as they are not "real" AoE abilities but ground stuff. All in all I think from Bitterstone 2.0 Flame Tinkerers it is now time for the Grenadier Engi.
Fast change between AoE and ST.
@WB Counter:
But on page 1 are the new Zergbreaker Abilities. Attacks that can hit up to 48 targets. I really want to see what happens when 6 SMs hits the back of an Zerg.


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- wargrimnir
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Re: Patch Notes 31/1/2017
I don't think any of that is really what I took issue with. You're more than capable of posting without being caustic towards the team. Or maybe you're not, either way, it's not something we're going to react to favorably.roadkillrobin wrote:@ Wargrim I've actually posted tons and tons of purposed changes to the game to Houjin. Saying im not a fan of change is nothing but an asumption. Moast of em have to do with adressing the zerg meta, nerf morales, making room for unwanted classes etz. But the way the forum staff is handling people i've decided to send these ideas directly to the ballance team. But since this is not a ballance team issue I took it to the forum. A testers core job is to find cracks, weak points and stabbility issues in a product. Not doing the job of the developers and finding a sollution to those issues. I've pointed out several crucial issues that has both the potential to hurt the community and the overall game mechanics. If you want sugestions on how to actually deal with the core issues if ORVR I sugest you assign a team of volunteers to brainstorm sugestions. You published the patches and that is what i'm gonna critizice and give feedback on. Not the potential of it, coz i don't see any tbh. All I see is unwillingness of two dusin of small scale players thats unwilling to adapt to the playstyle of ORVR and Developers cater to them instead of asking and listening to what the ORVR players think is the best for ORVR.
I don't understand why I need to post this clarification yet again, but such is life.
Re: Patch Notes 31/1/2017
Question:
Why didn't every career get a Zergbreaker Ability?
From the current list of abilities it looks like the second line careers: WH, BO and such got one.
Why didn't every career get a Zergbreaker Ability?
From the current list of abilities it looks like the second line careers: WH, BO and such got one.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
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- Panzerkasper
- Posts: 588
Re: Patch Notes 31/1/2017
How is this upposed to work with Slice/Razor strike + tactic? These abilities just hit an additional 2 people, so 3 targets. I dont really get it.

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- Posts: 1781
Re: Patch Notes 31/1/2017
Hmm If all had ab abbility that can Hit more than 9 it will be The Same zerg As it is now specialy If dds like sw sh bw sorc magus engi. Than ppl will build lines and bomb each other with cone Arena Effekt spells. So again no realy taktik needed to do something. Devs want tactical Focus orvr well lets try IT out. But a rework for aoe spell trees would be needed for some Toons
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy
Re: Patch Notes 31/1/2017
I think a lot of people here are confusing a hobbyist group keeping a canceled project alive with professional company working on a product for money.
And correct me if I'm wrong, but if you get extra 15% damage for every enemy hit beyond the 6th and 15% damage reduction for every ally in the AoE range, what happens when you have 58 players vs 24 players and the larger group decides to just keep all their mdps/tanks at bay and use only rdps (let's say they're super organised).
Assuming that among 58 players, 14 of them have AoE capabilities and that the other warband is grouped up, this could add up to 270% extra AoE damage to each of those 14 people in the zerg.
And correct me if I'm wrong, but if you get extra 15% damage for every enemy hit beyond the 6th and 15% damage reduction for every ally in the AoE range, what happens when you have 58 players vs 24 players and the larger group decides to just keep all their mdps/tanks at bay and use only rdps (let's say they're super organised).
Assuming that among 58 players, 14 of them have AoE capabilities and that the other warband is grouped up, this could add up to 270% extra AoE damage to each of those 14 people in the zerg.
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Re: Patch Notes 31/1/2017
Answer is a yes.zulnam wrote:I think a lot of people here are confusing a hobbyist group keeping a canceled project alive with professional company working on a product for money.
And correct me if I'm wrong, but if you get extra 15% damage for every enemy hit beyond the 6th and 15% damage reduction for every ally in the AoE range, what happens when you have 58 players vs 24 players and the larger group decides to just keep all their mdps/tanks at bay and use only rdps (let's say they're super organised).
Assuming that among 58 players, 14 of them have AoE capabilities and that the other warband is grouped up, this could add up to 270% extra AoE damage to each of those 14 people in the zerg.
BUT: the 270% damage bonus only goes to the abilities on page 1. not every AoE Ability there is.
ALSO BUT: if the 24 hit the 58 the 24 get in an optimal hit with 48 targets a boost of 630% on the abilities on page 1.
Meaning being in the blob is not good for your health.

Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
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Howto - Reduce Lag, Crashes, Disconects.
Re: Patch Notes 31/1/2017
Only if you insist on ignoring the changes and going with your head through the wall, refusing to try something that involves more than just blobbing up on an Enemy addon flag and spamming your AoE. I really don't get these people crying about how their life is ruined with 1 experimental change.Glorian wrote: Answer is a yes.
BUT: the 270% damage bonus only goes to the abilities on page 1. not every AoE Ability there is.
ALSO BUT: if the 24 hit the 58 the 24 get in an optimal hit with 48 targets a boost of 630% on the abilities on page 1.
Meaning being in the blob is not good for your health.
HAVE ANY OF YOU CONSIDERED A LINE OF CONE-AoE SPAMMING PLAYERS INSTEAD OF A BLOB? HOW ABOUT A MELEE ENGAGE TRAIN? TRY IT, GET BACK TO ME, I'M CURIOUS.
Maybe the above will help...
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